List of INFRA Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Moved powerstation to table, added discription)
m (→‎Water Treatment: Unicodifying, replaced: {{Template: → {{)
 
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Here is a list of [[Soundscapes|soundscapes]] for use in {{INFRA}}[[INFRA]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
{{back | INFRA Level Creation}}
{{toc-right}}


<b>{{note|{{font color|red|Old}}</b> means that soundscape has missing sounds and will not play correctly, because its from early development. {{INFRA}}[[INFRA]] has a lot of them, but these soundscapes can be restored by finding missing sounds from other games such as {{Portal2}}[[Portal 2]], {{HL2}}[[Half-Life 2|HL2]] and {{ep2}}[[episode 2|EP2]].}}
Here is a list of 463 [[Soundscapes|soundscapes]] for use in [[INFRA]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.


== Generic and test ==
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard.
 
{{clr}}
 
== Generic ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>automatic</code>
|height="40px"|''automatic''
|DSP 1
|DSP 1, dsp_volume 1.0.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>automatic_dialog</code>
|height="40px"|''automatic_dialog''
|This soundscape enables automatic dsp at 50% mix - good if you have a lot of dialog that must be understood at any distance.
|Automatic DSP at 50% mix.  
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>Nothing</code>
|height="40px"|''Nothing''
|Nothing
|No DSP, no ambients.
|align="center"|DSP 0
|align="center" | {{DSP | 0}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>GenericIndoor</code>
|height="40px"|GenericIndoor
|{{font color|red|Old}} Loud fluorescent lights.
|Fluorescent lighting hum.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>GenericOutdoor</code>
|height="40px"|GenericOutdoor
|{{font color|red|Old}} Fluorescent lights and maschine.
|Electric hum like above with a motor / gas / wind kind of sound in the background.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|maschine
|Machine noises.
|-
|-
|
|
|
|align="center" |2
|height="40px"|Cellblock ambience.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes.txt</span>


== Bank ==
== Bank ==
Line 47: Line 58:
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>bank.meetingroom</code>
|height="40px"|bank.meetingroom
|Fluorescent lights, computer noice and quiet mashine beeping.
|Fluorescent lights, computer noice and quiet mashine beeping.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|machine beeping
|Machine beeping.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|computer noice
|align="center" |1
|height="40px"|Computer noises.
|-
|-
|height="40px"|<code>bank.stairwell.001</code>
|height="40px"|bank.stairwell.001
| Quiet ventilated room
|Quiet ventilated room.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_bank.txt</span>


== Bunker ==
== Bunker ==
Line 75: Line 86:
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>bunker.tunnel_start_001</code>
|height="40px"|bunker.tunnel_start_001
|Underground bunker tunnel ambience with dripping water, random abstract sounds and distant metal rattle.
|Underground bunker tunnel ambience with dripping water, random abstract sounds and distant metal rattle.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.tunnel_start_002</code>
|height="40px"|bunker.tunnel_start_002
| Simular to above, but with machine sounds.
|Simular to above, but with machine sounds.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|ventilation
|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|air conditioner
|align="center" |1
|height="40px"|Air conditioner.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|machine
|align="center" |2
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|air conditioner
|align="center" |3
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>bunker.guard_room_001</code>
|height="40px"|bunker.guard_room_001
|Simular to <code>bunker.tunnel_start_001</code>, but with fluorescent lights and less frequent water drips.
|Simular to <code>bunker.tunnel_start_001</code>, but with fluorescent lights and less frequent water drips.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|tunnel ambient
|Tunnel ambient
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fluorescent lights
|align="center" |1
|height="40px"|Fluorescent lights
|-
|-
|height="40px"|<code>bunker.control_room_001</code>
|height="40px"|bunker.control_room_001
|Quiet ventilated bunker room.
|Quiet ventilated bunker room.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|machine
|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|small fan
|align="center" |1
|height="40px"|Small fan.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|air conditioner
|align="center" |2
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>bunker.class_room_001</code>
|height="40px"|bunker.class_room_001
|Underground bunker room ambience with fluorescent lights.
|Underground bunker room ambience with fluorescent lights.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|vol 0.6 fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|vol 0.4 fluorescent lights
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|vol 0.4 fluorescent lights
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>bunker.ventilation_001</code>
|height="40px"|bunker.ventilation_001
|Windy ventilation ambient with strange sounds, distant metal rattle and random abstract sounds.
|Windy ventilation ambient with strange sounds, distant metal rattle and random abstract sounds.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.ventilation_002</code>
|height="40px"|bunker.ventilation_002
|Simular to above, but with city noice.
|Simular to above, but with city noice.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.ventilation_003</code>
|height="40px"|bunker.ventilation_003
|Simular to <code>bunker.ventilation_001</code>, but with mashine noices and water flow.
|Simular to <code>bunker.ventilation_001</code>, but with mashine noices and water flow.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|some engine
|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|water flow
|align="center" |1
|height="40px"|Water flow.
|-
|-
|height="40px"|<code>bunker.ventilation_004</code>
|height="40px"|bunker.ventilation_004
|Simular to <code>bunker.ventilation_001</code>, but with many ventilation noices.
|Simular to <code>bunker.ventilation_001</code>, but with many ventilation noises.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|some engine
|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|ventilation
|align="center" |1
|height="40px"|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|ventilation
|align="center" |2
|height="40px"|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|ventilation
|align="center" |3
|height="40px"|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|ventilation
|align="center" |4
|height="40px"|Ventilation.
|-
|-
|height="40px"|<code>bunker.pool_place_001</code>
|height="40px"|bunker.pool_place_001
|Very quiet room hum with machine, water driping and sound of falling tiny rock debris.
|Very quiet room hum with machine, water driping and sound of falling tiny rock debris.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|air conditioner
|Air conditioner.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|old scratchy machine
|align="center" |1
|height="40px"|Old scratchy machine.
|-
|-
|height="40px"|<code>bunker.bunker.bar_room_001</code>
|height="40px"|bunker.bar_room_001
|Quiet ventilated room hum with wood and metal creaking, water driping and sound of falling tiny rock debris.
|Quiet ventilated room hum with wood and metal creaking, water driping and sound of falling tiny rock debris.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|strange bunker computer
|align="center" |1
|height="40px"|Strange bunker computer.
|-
|-
|height="40px"|<code>bunker.bunker.bar_room_002</code>
|height="40px"|bunker.bar_room_002
|Ventilated room with wood and metal creaking and sound of falling tiny rock debris.
|Ventilated room with wood and metal creaking and sound of falling tiny rock debris.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|align="center" |3
|fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|<code>bunker.room_G1_001</code>
|height="40px"|bunker.room_G1_001
|Ventilated room with fan and spooky ambient.
|Ventilated room with fan and spooky ambient.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|<code>bunker.room_G2_001</code>
|height="40px"|bunker.room_G2_001
|Simular to above, but with strange bunker computer and diffrent spooky ambient.
|Simular to above, but with strange bunker computer and diffrent spooky ambient.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|strange bunker computer
|Strange bunker computer.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|steam pipe
|align="center" |1
|height="40px"|Steam pipe.
|-
|-
|height="40px"|<code>bunker.room_G3_001</code>
|height="40px"|bunker.room_G3_001
|Ventilated room with wood and metal creaking.
|Ventilated room with wood and metal creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 265: Line 276:
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.room_G4_001</code>
|height="40px"|bunker.room_G4_001
|The same as above, but with fluorescent lights.
|The same as above, but with fluorescent lights.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|fluorescent lights
|Strange bunker computer.
|-
|-
|height="40px"|<code>bunker.room_G6_001</code>
|height="40px"|bunker.room_G6_001
|The same as <code>bunker.room_G3_001</code>
|Identical to <code>bunker.room_G3_001</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.lab_001</code>
|height="40px"|bunker.lab_001
|Isolated room.
|Isolated room.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|machine beeping
|Machine beeping.
|-
|-
|height="40px"|<code>bunker.lab_002</code>
|height="40px"|bunker.lab_002
|Simular to above, but quiter + deep ambience.
|Simular to above, but quiter + deep ambience.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|machine beeping
|Machine beeping.
|-
|-
|height="40px"|<code>bunker.lab_hallway_001</code>
|height="40px"|bunker.lab_hallway_001
|Deep ambience with machine and metal stress
|Deep ambience with machine and metal stress.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|machinery hum
|Machinery humming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|rock abrasion?
|align="center" |1
|height="40px"|Rock abrasion.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|quiet machine
|align="center" |2
|height="40px"|Quiet machine.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|fluorescent lights
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|water in pipe
|align="center" |4
|height="40px"|Water in pipe.
|-
|-
|height="40px"|<code>bunker.stairs_001</code>
|height="40px"|bunker.stairs_001
|Deep and windy ambience with random metal sounds
|Deep and windy ambience with random metal sounds.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|ventilation
|align="center" |1
|height="40px"|Ventilation.
|-
|-
|height="40px"|<code>bunker.metro_hall_001</code>
|height="40px"|bunker.metro_hall_001
|Cave ambience with random metal sounds, water dripping and rock debris.
|Cave ambience with random metal sounds, water dripping and rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 337: Line 348:
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.body_hall_001</code>
|height="40px"|bunker.body_hall_001
|Simular to above.
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.guard_hallway_001</code>
|height="40px"|bunker.guard_hallway_001
|Bunker ambience with ventilation and metal sounds.
|Bunker ambience with ventilation and metal sounds.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|ventilation
|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fluorescent lights
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|air conditioner
|align="center" |2
|height="40px"|Air conditioner.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|fluorescent lights
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|fluorescent lights
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>bunker.guard_hallway_002</code>
|height="40px"|bunker.guard_hallway_002
|Bunker ambience with ventilation.
|Bunker ambience with ventilation.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.guard_shower_001</code>
|height="40px"|bunker.guard_shower_001
|Dripping water and metal stress.
|Dripping water and metal stress.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|ventilation
|Metal stress.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|height="40px"|<code>bunker.guard_room_001</code>
|height="40px"|bunker.guard_room_001
|Bunker ambience with metal sounds
|Bunker ambience with metal sounds.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|fluorescent lights
|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|ventilation
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|height="40px"|<code>bunker.guard_room_002</code>
|height="40px"|bunker.guard_room_002
|Bunker ambience with ventilation and wood and metal creaking.
|Bunker ambience with ventilation and wood and metal creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 403: Line 420:
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.file_room_001</code>
|height="40px"|bunker.file_room_001
|The same as above.
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>bunker.tape_room_001</code>
|height="40px"|bunker.tape_room_001
|Bunker ambience with ventilation and wood and metal creaking.
|Bunker ambience with ventilation and wood and metal creaking.
|align="center"|DSP 1
|
|align="center"|0
|align="center" |0
|ventilation
|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fluorescent lights
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>bunker.meeting_room_001</code>
|height="40px"|bunker.meeting_room_001
|Bunker ambience with ventilation, wood and metal creaking and machinery hum.
|Bunker ambience with ventilation, wood and metal creaking and machinery hum.
|align="center"|DSP 1
|
|align="center"|0
|align="center" |0
|machinery hum
|Machine humming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fluorescent lights
|align="center" |1
|-
|height="40px"|Fluorescent lights.
|}
|}
== Business ==
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_bunker.txt</span>
 
== Business (Point Elias) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>business.park_001</code>
|height="40px"|business.park_001
|Windy city ambient with often police siren, rare helicopter.
|Windy city ambient with often police siren, rare helicopter.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|radio music 4
|Radio music.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|water flow
|align="center" |1
|height="40px"|Water flow.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|people talking
|align="center" |2
|height="40px"|People talking.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|cars ambience
|align="center" |3
|height="40px"|Car ambience.
|-
|-
|height="40px"|<code>business.park_002</code>
|height="40px"|business.park_002
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|cars ambience
|Car ambience.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|muffled music
|align="center" |1
|height="40px"|Muffled music.
|-
|-
|height="40px"|<code>business.park_003</code>
|height="40px"|business.park_003
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|cars ambience
|Car ambience.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|water flow
|align="center" |1
|height="40px"|Water flow.
|-
|-
|height="40px"|<code>business.street_001</code>
|height="40px"|business.street_001
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|shaking loop
|Shaking loop.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|cars ambience
|align="center" |1
|height="40px"|Car ambience.
|-
|-
|height="40px"|<code>business.street_002</code>
|height="40px"|business.street_002
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|water flow
|Water flow.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|cars ambience
|align="center" |1
|height="40px"|Car ambience.
|-
|-
|height="40px"|<code>business.alley_001</code>
|height="40px"|business.alley_001
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|cars ambience
|Car ambience.
|-
|-
|height="40px"|<code>business.alley_002</code>
|height="40px"|business.alley_002
|Simular to above.
|Simular to above.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|cars ambience
|Car ambience.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|muffled music
|align="center" |1
|height="40px"|Muffled music.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|kebab shop music
|align="center" |2
|height="40px"|Kebab shop music.
|-
|-
|height="40px"|<code>business.tunnel_001</code>
|height="40px"|business.tunnel_001
|Dripping water, ventilation.
|Dripping water, ventilation.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|water flow and dripping
|Water flow and dripping.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|radio music 4
|align="center" |1
|height="40px"|Radio music.
|-
|-
|height="40px"|<code>business.substation_001</code>
|height="40px"|business.substation_001
|Dripping water, ventilation, fluorescent lights
|Dripping water, ventilation, fluorescent lights.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|transformer and water drips
|Transformer and water drips.
|-
|-
|height="40px"|<code>business.garage_001</code>
|height="40px"|business.garage_001
|Windy city ambience, diesel engine, deep tone.
|Windy city ambience, diesel engine, deep tone.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|ventilation
|Ventilation.
|-
|-
|height="40px"|<code>business.garage_002</code>
|height="40px"|business.garage_002
|fluorescent lights, garage ambience
|fluorescent lights, garage ambience.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>business.tenement_001</code>
|height="40px"|business.tenement_001
|Apartament party hallway with windy city ambient
| Apartament party hallway with windy city ambient.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|muffled music and random glass breaking, screeming
|Muffled music and random glass breaking, screeming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|steps and random hitting
|align="center" |1
|height="40px"|Distant kebab shop music.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|kebab shop music
|align="center" |2
|height="40px"|Steps and random hitting.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|cars ambience and wind
|align="center" |3
|height="40px"|Cars ambience and wind.
|-
|-
|height="40px"|<code>business.greenwar_001</code>
|height="40px"|business.greenwar_001
|Quiet ventilated room.
|Quiet ventilated room.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|transformer
|Transformer.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|cars ambience with windy city ambient
|align="center" |3
|height="40px"|Cars ambience with windy city ambient.
|-
|-
|height="40px"|<code>business.greenwar_002</code>
|height="40px"|business.greenwar_002
|Quiet ventilated room.
|Quiet ventilated room.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|radio music 7
|Radio music.
|-
|-
|height="40px"|<code>business.greenwar_003</code>
|height="40px"|business.greenwar_003
|Ventilated room
|Ventilated room.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_business.txt</span>


== Central ==
== Business 2 ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>central.watertunnel_003</code>
|height="40px"|business2.start
|Deep tone underground tunnel, very quiet water ambient, with random metal sounds and dripping water
|
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Car ambience.
|-
|-
|height="40px"|<code>central.watertunnel_002</code>
|
|similar to above, but without metal sounds
|
|align="center"|DSP 1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Car ambience.
|-
|-
|height="40px"|<code>central.watertunnel_001</code>
|height="40px"|business2.metro_station
|similar to <code>central.watertunnel_002</code>, but with louder water ambient.
|
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|align="center"|0
|align="center" |0
|water pipe
|Car ambience.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|steam pipe
|align="center" |1
|height="40px"|Car ambience.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|fluorescent lights
|align="center" |2
|height="40px"|Machine humming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|water ambience
|align="center" |3
|height="40px"|Machine humming.
|-
|-
|height="40px"|
|height="40px"|business2.elevator_shaft
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|4
|fluorescent lights
|-
|height="40px"|<code>central.hallway_001</code>
|Deep tone mixed with closed room ambient.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|water ambience
|-
|-
|height="40px"|
|height="40px"|business2.tunnel1
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|1
|align="center" |0
|fluorescent lights
|Flowing water.
|-
|-
|height="40px"|<code>central.hallway_002</code>
|
|Similar to above, but spooky atmosphere
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|crackling electricity
|height="40px"|City ambience and wind.
|-
|-
|height="40px"|
|height="40px"|business2.duct
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|1
|align="center" |0
|fluorescent lights
|Small fan.
|-
|-
|height="40px"|
|height="40px"|business2.minitrain_room
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|2
|align="center" |0
|machine
|Machine noises.
|-
|-
|height="40px"|<code>tunnel.collapsing_001</code>
|Deep ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>tunnel.metro_001</code>
|Tunnel ambience, with distant collapsing tunnel sounds
|align="center"|DSP 1
|align="center"|0
|Hum
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|machine
|align="center" |1
|height="40px"|Crackling electricity.
|-
|-
|height="40px"|<code>central.station_001</code>
|
|Closed area with deep tone, people talking and city ambience, sometimes helicopter
|
|align="center"|DSP 1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Machine noises.
|-
|-
|height="40px"|<code>tunnel.metro_001</code>
|height="40px"|business2.tunnel2
|Windy tunnel
|
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Machine humming and tunnel ambience.
|-
|-
|height="40px"|business2.shaft
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Transformer.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_business2.txt</span>


== City ==
== Central ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>city.citysounds</code>
|height="40px"|central.watertunnel_003
|City ambience: cars, wind, police sirens, sometimes helicopter
|Deep tone underground tunnel, very quiet water ambient, with random metal sounds and dripping water.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>city.metrostation</code>
|height="40px"|central.watertunnel_002
|{{font color|red|Old}} Thumper ambience, wind, and container hotel fluorescent lights.</br>
|similar to above, but without metal sounds.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>city.metrostation2</code>
|height="40px"|central.watertunnel_001
|{{font color|red|Old}} Windy ambience with machine hum and random abstract sounds.</br>
|similar to <code>central.watertunnel_002</code>, but with louder water ambient.
|align="center"|DSP 1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Water pipe.
|-
|-
|height="40px"|<code>city.blackout</code>
|
|{{font color|red|Old}} Wind and sometimes distant train passes, sometimes alarm and sometimes explosion in the distance.</br>
|
|align="center"|DSP 1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Steam pipe.
|-
|-
|}
|
 
|
== Dam ==
|
{| class=standard-table | style="width:100%;"
|align="center" |2
!width="285px"|Name
|height="40px"|Fluorescent lights.
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>dam.elevator</code>
|
|Wind and singing birds.
|
|
|align="center" |3
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|height="40px"|central.hallway_001
|Deep tone mixed with closed room ambient.
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|height="40px"|central.hallway_002
|Similar to above, but spooky atmosphere.
|
|align="center" |0
|Crackling electricity.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|height="40px"|tunnel.collapsing_001
|Deep ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>dam.interior1</code>
|height="40px"|tunnel.metro_001
|Deep ambience with crumbling rock debrits.
|Tunnel ambience, with distant collapsing tunnel sounds.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|height="40px"|<code>dam.hartman_office</code>
|height="40px"|central.station_001
|Deep ambience with spooky atmosphere.
|Closed area with deep tone, people talking and city ambience, sometimes helicopter.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>dam.exterior</code>
|height="40px"|tunnel.metro_002
|Forest ambience with waterfall.
|Windy tunnel.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|-
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_central.txt</span>
|}


== Easteregg ==
== City ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>cube</code>
|height="40px"|city.citysounds
|{{font color|red|Old}} Si-fi abstract industrial machinery ambience.  
|City ambience: cars, wind, police sirens, sometimes helicopter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>easteregg.city_gate_end_001</code>
|height="40px"|city.metrostation
|Spooky ambience.
|Thumper ambience, wind, and container hotel fluorescent lights.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|align="center"|0
|Strange ambient
|-
|height="40px"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|Very quiet machine
|-
|-
|height="40px"|
|height="40px"|city.metrostation2
|Windy ambience with machine hum and random abstract sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|Ventilation
|-
|-
|height="40px"|
|height="40px"|city.blackout
|Wind and sometimes distant train passes, sometimes alarm and sometimes explosion in the distance.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|}
|Engine
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_city.txt</span>
 
== Dam (Hammer Valley Dam) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>easteregg.open_sewer_station_001</code>
|height="40px"|dam.elevator
|Deep underground ambient with metal stress.
|Wind and singing birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|Machine hum
|-
|height="40px"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|Fan
|-
|-
|height="40px"|
|height="40px"|dam.interior1
|style="background-color:rgb(50,50,50);"|
|Deep ambience with crumbling rock debrits.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|Fluorescent lights
|-
|height="40px"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|Air conditioner
|-
|-
|height="40px"|
|height="40px"|dam.hartman_office
|Deep ambience with spooky atmosphere.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|4
|City ambience
|-
|height="40px"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|5
|‘Breathing’ ambience
|-
|-
|height="40px"|<code>easteregg.open_sewer_elevator_001</code>
|height="40px"|dam.exterior
|Deep underground elevator shaft with cave ambience.
|Forest ambience with waterfall.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_dam.txt</span>


== Electric ==
== Easter Egg ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>Electric.controlroom_001</code>
|height="40px"|cube
|{{font color|red|Old}} Hotel refrigeration + some buzzing sounds.
|Sci-fi abstract industrial machinery ambience.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|}
|height="40px"|easteregg.city_gate_end_001
 
|Spooky ambience.
== Ending ==
|
{| class=standard-table | style="width:100%;"
|align="center" |0
!width="285px"|Name
|Strange ambience.
!Description
|-
!width="105px"|preset DSP
|
!width="105px"|Position Number
|
!width="300px"|Position Description
|
|align="center" |1
|height="40px"|Very quiet machine.
|-
|-
|height="40px"|<code>ending2.inside</code>
|
|Mark's house. Closed area.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |2
|Fluorescent lights
|height="40px"|Ventilation.
|-
|-
|height="40px"|<code>ending2.outside</code>
|
|Snowy wind, sometimes barking dog.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |3
|muffled music
|height="40px"|Engine.
|-
|-
|height="40px"|<code>ending3.inside</code>
|height="40px"|easteregg.open_sewer_station_001
|Quiet closed area.
|Deep underground ambient with metal stress.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|Fluorescent lights
|Machine humming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|Fire
|align="center" |1
|height="40px"|Fan.
|-
|-
|}
|
 
|
== Exterior ==
|
{| class=standard-table | style="width:100%;"
|align="center" |2
!width="285px"|Name
|height="40px"|Fluorescent lights.
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>reservoir.exteriorkoppi</code>
|
|Forest ambience with birds.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |3
|style="background-color:rgb(50,50,50);"|
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>reservoir.exteriorb</code>
|
|Simular to above, but with quiet cave ambience.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |4
|style="background-color:rgb(50,50,50);"|
|height="40px"|City ambience.
|-
|-
|height="40px"|<code>reservoir.exterior</code>
|
|Simular to above but louder and mosquito buzzing.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |5
|style="background-color:rgb(50,50,50);"|
|height="40px"|Breathing ambience.
|-
|-
|height="40px"|<code>tunnel2.exterior</code>
|height="40px"|easteregg.open_sewer_elevator_001
|Forest ambience, but without crows and less forest sounds
|Deep underground elevator shaft with cave ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_easteregg.txt</span>
== Electric ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>storm.raining</code>
|height="40px"|Electric.controlroom_001
|{{font color|red|Old}} Windy storm with crows.
|Hotel refrigeration + some buzzing sounds.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_electric.txt</span>


== Field ==
== Ending ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>field.outside_001</code>
|height="40px"|ending2.inside
|Forest ambience with birds, wind, water flow and mosquito buzzing.
|Mark's house. Closed area.
|style="background-color:rgb(50,50,50);"|
|
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|ending2.outside
|Snowy wind, sometimes barking dog.
|
|align="center" |0
|Muffled music.
|-
|height="40px"|ending3.inside
|Quiet closed area.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Sounds of fire.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_ending.txt</span>
 
== Exterior ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|reservoir.exteriorkoppi
|Forest ambience with birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>field.outside_rain_001</code>
|height="40px"|reservoir.exteriorb
|Storm ambient.
|Simular to above, but with quiet cave ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>field.barn_001</code>
|height="40px"|reservoir.exterior
|Intirior with creaking wood and crows.
|Simular to above but louder and mosquito buzzing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|forest ambience
|-
|-
|height="40px"|<code>field.barn_rain_001</code>
|height="40px"|reservoir.forest
|Simular to above, but with storm.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>field.lobby_rain_001</code>
|height="40px"|tunnel2.exterior
|Storm.
|Forest ambience, but without crows and less forest sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|storm
|-
|height="40px"|<code>field.lobby_stairs_001</code>
|Simular to <code>field.lobby_office_001</code>, but a bit louder rain.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|diesel generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|storm
|-
|-
|height="40px"|<code>field.lobby_office_001</code>
|height="40px"|storm.raining
|Intirior, outside storm.
|Windy storm with crows.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|diesel generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|storm
|-
|height="40px"|<code>field.lobby_office_002</code>
|Simular to above, but a bit louder diesel generator.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|diesel generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|storm
|-
|height="40px"|<code>field.lobby_generator_001</code>
|Simular to above, but a bit louder diesel generator and loder storm.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|diesel generator
|-
|height="40px"|<code>villa.cellar_rain</code>
|Very quiet ambience with creaking wood.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|water dripping and crumbling rock debris
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|storm
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_exterior.txt</span>


== Furnace (Stalburg Steel)==
== Field ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="105px"|preset DSP
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|<code>furnace.start_tunnel_001</code>
|height="40px"|field.outside_001
|Quiet tunnel, with quiet wind.
|Forest ambience with birds, wind, water flow and mosquito buzzing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|quiet machine
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|fluorescent lights
|-
|-
|height="40px"|<code>furnace.start_tunnel_001b</code>
|height="40px"|field.outside_rain_001
|Quiet tunnel, with quiet wind.
|Storm ambient.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|quiet machine
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|fluorescent lights
|-
|height="40px"|<code>furnace.start_tunnel_002</code>
|Quiet tunnel with cracking rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|fluorescent lights
|-
|-
|height="40px"|
|height="40px"|field.barn_001
|Intirior with creaking wood and crows.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Forest ambience and wind.
|machinery hum
|-
|-
|height="40px"|
|height="40px"|field.barn_rain_001
|Simular to above, but with storm.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Storm.
|fan
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|Deep hum and someone coughing
|align="center" |1
|height="40px"|Storm.
|-
|-
|height="40px"|<code>furnace.entrance_001</code>
|height="40px"|field.lobby_rain_001
|Open intirior, quiet forest ambience.
|Storm.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Storm.
|-
|-
|height="40px"|<code>furnace.outside_001</code>
|height="40px"|field.lobby_stairs_001
|Forest ambience, wind and birds.
|Simular to <code>field.lobby_office_001</code>, but a bit louder rain.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Diesel generator.
|-
|-
|height="40px"|<code>furnace.hall_001</code>
|
|Deep ambience with quiet industrial sound, crows, crumbling rock debris and distant metal sounds.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Storm.
|-
|-
|height="40px"|<code>furnace.mahmakellari_001</code>
|height="40px"|field.lobby_office_001
|Deep ambience, slime sound, crumbling rock debris and quiet water ambience.
|Intirior, outside storm.
|align="center"|DSP1
|align="center"|0
|mahma
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Diesel generator.
|slime
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|water flow
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|water ambience
|-
|height="40px"|<code>furnace.mahmakellari_002</code>
|Simular to above, but with quiter slime and water ambience.
|align="center"|DSP1
|align="center"|0
|mahma
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|align="center"|1
|height="40px"|Storm.
|slime
|-
|-
|height="40px"|
|height="40px"|field.lobby_office_002
|Simular to above, but a bit louder diesel generator.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Diesel generator.
|water flow
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|water ambience
|align="center" |1
|height="40px"|Storm.
|-
|-
|height="40px"|<code>furnace.mahmakellari_003</code>
|height="40px"|field.lobby_generator_001
|Simular to above, but with quiter mahma.
|Simular to above, but a bit louder diesel generator and loder storm.
|align="center"|DSP1
|
|align="center"|0
|align="center" |0
|mahma
|Diesel generator.
|-
|-
|height="40px"|
|height="40px"|villa.cellar_rain
|Very quiet ambience with creaking wood.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|water dripping and crumbling rock debris.
|slime
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|water flow
|align="center" |1
|height="40px"|Storm.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_field.txt</span>
 
== Furnace (Stalburg Steel) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|
|height="40px"|furnace.start_tunnel_001
|Quiet tunnel, with quiet wind.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|3
|Quiet machine.
|water ambience
|-
|-
|height="40px"|<code>tower.outside_001</code>
|
|Wind.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Generator.
|-
|-
|height="40px"|<code>tower.cottage_outside</code>
|
|forest ambience, wind, birds, mosquito buzzing, insects.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>tower.cottage_inside</code>
|height="40px"|furnace.start_tunnel_001b
|Simular to above, but quiter and deep ambience.
|Quiet tunnel, with quiet wind.
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Quiet machine.
|-
|-
|height="40px"|<code>tower.office_001</code>
|
|Deep ambience.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Generator.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|height="40px"|furnace.start_tunnel_002
|Quiet tunnel with cracking rock debris.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Fan.
|-
|
|
|
|align="center" |3
|height="40px"|Deep hum and random coughing.
|-
|-
|height="40px"|<code>tower.office_001_wind</code>
|height="40px"|furnace.entrance_001
|Deep ambience with quiet wind.
|Open intirior, quiet forest ambience.
|align="center"|DSP1
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>tower.steelfactory_inside_001</code>
|Area with crows, wood creaking
|align="center"|DSP1
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>tower.steelfactory_inside_002</code>
|height="40px"|furnace.outside_001
|Simular to above, but with louder wood creaking.
|Forest ambience, wind and birds.
|align="center"|DSP1
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>tower.steelfactory_inside_003</code>
|Simular to above, but with rock debris.
|align="center"|DSP1
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>tower.steelfactory_inside_004</code>
|height="40px"|furnace.hall_001
|Deep ambience with very quiet wind and metal stress
|Deep ambience with quiet industrial sound, crows, crumbling rock debris and distant metal sounds.
|align="center"|DSP1
|align="center" | {{DSP | 1}}
|align="center"|0
|very quiet groaning machine
|-
|height="40px"|<code>tower.steelfactory_inside_005</code>
|Deep ambience with metal stress
|align="center"|DSP1
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>tower.steelfactory_controlroom_001</code>
|height="40px"|furnace.mahmakellari_001
|Quiet ambience with crows and cracking rock debris
|Deep ambience, slime sound, crumbling rock debris and quiet water ambience.
|align="center"|DSP1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Water ambience.
|-
|-
|}
|
 
|
== Industiral ==
|
{| class=standard-table | style="width:100%;"
|align="center" |1
!width="285px"|Name
|height="40px"|Slime.
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>Industrial.concrete</code>
|
| <b>{{note|{{font color|red|Old}}</b> Random sounds of concrete fragments impact.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Water flow.
|-
|-
|height="40px"|<code>Industrial.flooded_turbinehall</code>
|
| <b>{{note|{{font color|red|Old}}</b> Watrer ambience and dripping water. Sometimes electric buzz sound.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |3
|style="background-color:rgb(50,50,50);"|
|height="40px"|Water ambience.
|-
|-
|height="40px"|<code>Industrial.sparks</code>
|height="40px"|furnace.mahmakellari_002
| <b>{{note|{{font color|red|Old}}</b> Quick sparks with medium intensity.
|Simular to above, but with quiter slime and water ambience.
|align="center"|DSP1
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Water ambience.
|-
|-
|height="40px"|<code>Industrial.generators</code>
|
| <b>{{note|{{font color|red|Old}}</b> Heavy loud generators.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Slime.
|-
|-
|height="40px"|<code>Industrial.warehouseempty</code>
|
| <b>{{note|{{font color|red|Old}}</b> Hotel refrigeration ambience.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Water flow.
|-
|-
|height="40px"|<code>Industrial.Powerplant</code>
|
| Warehouse ambient with dripping water.
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |3
|style="background-color:rgb(50,50,50);"|
|height="40px"|Water ambience.
|-
|height="40px"|furnace.mahmakellari_003
|Simular to above, but with quiter mahma.
|align="center" | {{DSP | 1}}
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Slime.
|-
|-
|height="40px"|<code>Industrial.duct</code>
|
| <b>{{note|{{font color|red|Old}}</b> Light wind with gust and sometimes metallic impact or truck passes
|
|align="center"|DSP1
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Water flow.
|-
|-
|}
|
 
|
== Isle ==
|
{| class=standard-table | style="width:100%;"
|align="center" |3
!width="285px"|Name
|height="40px"|Water ambience.
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>isle.mine_001</code>
|height="40px"|tower.outside_001
|Cave ambience with quiet wind.
|Wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|city docs ambience
|-
|-
|height="40px"|<code>isle.outside_001</code>
|height="40px"|tower.cottage_outside
|City docs with wind, sometimes helicopter, police sirens and birds.
|Forest ambience, wind, birds, mosquito buzzing, insects.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle.outside_002</code>
|height="40px"|tower.cottage_inside
|Simular to above.
|Simular to above, but quiter and deep ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|camp fire
|-
|-
|height="40px"|<code>isle.warehouse_001</code>
|height="40px"|tower.office_001
|Warehouse ambience with metal stress and quiet city docs ambience.
|Deep ambience.
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle.warehouse_office_001</code>
|height="40px"|tower.office_001_wind
|Open interior. City docs ambience with wood creaking and water drips drips.
|Deep ambience with quiet wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tower.steelfactory_inside_001
|Area with crows, wood creaking.
|align="center" | {{DSP | 1}}
|align="center" |0
|Very quiet groaning machine.
|-
|height="40px"|tower.steelfactory_inside_002
|Simular to above, but with louder wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle.warehouse_002</code>
|height="40px"|tower.steelfactory_inside_003
|Warehouse ambience with wood creaking and water drips drips.
|Simular to above, but with rock debris.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tower.steelfactory_inside_004
|Deep ambience with very quiet wind and metal stress.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle.warehouse_003</code>
|height="40px"|tower.steelfactory_inside_005
|Simular to above.
|Deep ambience with metal stress.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|city docs ambience
|-
|-
|height="40px"|
|height="40px"|tower.steelfactory_controlroom_001
|
|Quiet ambience with crows and cracking rock debris.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|}
|camp fire
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_furnace.txt</span>
 
== Industrial ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>isle.cave_001</code>
|height="40px"|Industrial.concrete
|Cave ambience, with deep tone and dripping water.
|Random sounds of concrete fragments impact.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|city docs ambience
|-
|height="40px"|<code>isle.cave_002</code>
|Simular to above, but with louder cave ambience and crumbling rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|water ambience
|-
|-
|height="40px"|
|height="40px"|Industrial.flooded_turbinehall
|
|Watrer ambience and dripping water. Sometimes electric buzz sound.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|water flow loop
|-
|height="40px"|<code>isle2.outside_001</code>
|Windy city docs ambience, with birds,sometimes helicopter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|steam leaking
|-
|-
|height="40px"|
|height="40px"|Industrial.sparks
|
|Quick sparks with medium intensity.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|diesel generator
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|diesel generator
|-
|-
|height="40px"|
|height="40px"|Industrial.generators
|
|Heavy loud generators.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|machinery hum
|-
|height="40px"|<code>isle2.generator_room_001</code>
|Generator room under bridge, deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|fan
|-
|-
|height="40px"|
|height="40px"|Industrial.warehouseempty
|
|Hotel refrigeration ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|crackling electricity
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|fluorescent lights
|-
|-
|height="40px"|<code>isle2.trailer_001</code>
|height="40px"|Industrial.Powerplant
|Generator room under bridge, deep tone.
|Warehouse ambient with dripping water.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|machine and ticking sound
|-
|-
|height="40px"|
|height="40px"|Industrial.duct
|
|Light wind with gust and sometimes metallic impact or truck passes.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|diesel generator
|-
|height="40px"|<code>isle2.castle_001</code>
|Quiet tone with water drips.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|}
|diesel generator
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_industrial.txt</span>
 
== Isle (Castle Rock Island) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|
|height="40px"|isle.mine_001
|Cave ambience with quiet wind.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|City ambience.
|boiling water and furnace
|-
|-
|height="40px"|<code>isle2.castle_002</code>
|height="40px"|isle.outside_001
|Quiet tone.
|City docs with wind, sometimes helicopter, police sirens and birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle2.store_001</code>
|height="40px"|isle.outside_002
|Deep tone room with sometimes police siren.
|Simular to above.
|style="background-color:rgb(50,50,50);"|
|
|align="center" |1
|Camp fire.
|-
|height="40px"|isle.warehouse_001
|Warehouse ambience with metal stress and quiet city docs ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle2.berg_hideout_001</code>
|height="40px"|isle.warehouse_office_001
|Deep tone room with spooky atmosphere, sometimes wood creaking, steps.
|Open interior. City docs ambience with wood creaking and water drips drips.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|heart beating music (berg and kleinmann)
|City ambience.
|-
|-
|height="40px"|<code>isle2.berg_hideout_002</code>
|height="40px"|isle.warehouse_002
|Deep tone room with sometimes wood creaking.
|Warehouse ambience with wood creaking and water drips drips.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>isle3.start_001</code>
|height="40px"|isle.warehouse_003
|Windy tone room.
|Simular to above.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|fan
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|City ambience.
|crackling electricity
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|fluorescent lights
|align="center" |1
|height="40px"|Camp fire.
|-
|-
|height="40px"|<code>isle3.bridge_tunnels_001</code>
|height="40px"|isle.cave_001
|Quiet tunnel ambience.
|Cave ambience, with deep tone and dripping water.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|radio 5 music
|-
|height="40px"|<code>isle3.bridge_under_001</code>
|Windy tunnel ambience with metal stress.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|city docs ambience
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|City ambience.
|machine with metal stress
|-
|-
|height="40px"|<code>isle3.bridge_storage_001</code>
|height="40px"|isle.cave_002
|Deep tone room.
|Simular to above, but with louder cave ambience and crumbling rock debris.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|machine
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Water ambience.
|ventilation
|-
|height="40px"|<code>isle3.control_room_001</code>
|Deep tone room.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|air conditioner
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|computer
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|broken harddisk
|-
|height="40px"|<code>isle3.outside_001</code>
|Windy city docs ambience, crows.
|align="center"|DSP 1
|align="center"|0
|machine
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|align="center"|1
|height="40px"|Water flow.
|air conditioner
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_isle.txt</span>
 
== Isle 2 (Castle Rock Island) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|
|height="40px"|isle2.outside_001
|Windy city docs ambience, with birds,sometimes helicopter.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Steam leaking.
|steam leaking and water pump
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|steam leaking
|align="center" |1
|height="40px"|Diesel generator.
|-
|
|
|
|align="center" |2
|height="40px"|Diesel generator.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|-
|height="40px"|
|height="40px"|isle2.generator_room_001
|Generator room under bridge, deep tone.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|4
|Fan.
|crackling electricity
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|5
|
|ventilation
|align="center" |1
|height="40px"|Crackling electricity.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|6
|
|radio 4 music
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>isle3.ship_inside_001</code>
|height="40px"|isle2.trailer_001
|Deep tone room with wood creaking.
|Generator room under bridge, deep tone.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|air conditioner
|Machine and ticking sound.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|machine
|align="center" |2
|height="40px"|Diesel generator.
|-
|-
|height="40px"|
|height="40px"|isle2.castle_001
|Quiet tone with water drips.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Diesel generator.
|radio 4 music
|-
|-
|height="40px"|
|
|
|
|
|align="center" |1
|height="40px"|Boiling water and furnace.
|-
|height="40px"|isle2.castle_002
|Quiet tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|sleeping
|-
|-
|}
|height="40px"|isle2.store_001
 
|Deep tone room with sometimes police siren.
== Metro ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|<code>metro.outside_001</code>
|Forest ambience with passing cars and city ambience with birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.outside_001_hut</code>
|height="40px"|isle2.berg_hideout_001
|Forest ambience with passing cars and city ambience with birds.
|Deep tone room with spooky atmosphere, sometimes wood creaking, steps.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Heart beating music (berg and kleinmann).
|-
|-
|height="40px"|<code>metro.outside_002</code>
|height="40px"|isle2.berg_hideout_002
|Simular to <code>metro.outside_001</code>, but with quiter city ambience.
|Deep tone room with sometimes wood creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_isle2.txt</span>
== Isle 3 (Castle Rock Island) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>metro.under_river_001</code>
|height="40px"|isle3.start_001
|Watery ambience with dripping water passing cars and quiet forest ambience.
|Windy tone room.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Fan.
|-
|-
|height="40px"|<code>metro.under_river_002</code>
|
|Simular to above but louder city and forest ambience and quiter water ambience.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|style="background-color:rgb(50,50,50);"|
|height="40px"|Crackling electricity.
|-
|-
|height="40px"|<code>metro.street_001</code>
|
|City ambience with passing cars, sometimes helicopter.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>metro.internet_room_001</code>
|height="40px"|isle3.bridge_tunnels_001
|Quiet room with computers.
|Quiet tunnel ambience.
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |0
|fan
|Radio music.
|-
|-
|height="40px"|
|height="40px"|isle3.bridge_under_001
|Windy tunnel ambience with metal stress.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|City ambience and metal stress.
|machine beeping
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|machinery hum
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|height="40px"|isle3.bridge_storage_001
|Deep tone room.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|3
|Machine noises.
|computer
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|computer
|align="center" |1
|height="40px"|Ventilation.
|-
|-
|height="40px"|
|height="40px"|isle3.control_room_001
|Deep tone room.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|5
|Air conditioner.
|broken harddisk
|-
|-
|height="40px"|<code>metro.internet_room_002</code>
|
|Quiet room with mahma.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|machine
|height="40px"|Computer noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|air conditioner
|align="center" |2
|height="40px"|Broken harddisk.
|-
|height="40px"|isle3.outside_001
|Windy city docs ambience, crows.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|mahma
|align="center" |1
|-
|height="40px"|Air conditioner.
|height="40px"|<code>metro.internet_sewer_001</code>
|Water ambience with dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.internet_sewer_001</code>
|
|Wind with dripping water and quiet city and forest ambience.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|style="background-color:rgb(50,50,50);"|
|height="40px"|Steam leaking and water pump.
|-
|-
|height="40px"|<code>metro.start_room_001</code>
|
|Quiet room with machine and quiet passing sound.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |3
|machinery hum
|height="40px"|Steam leaking.
|-
|-
|height="40px"|<code>metro.transformer_building_001</code>
|
|Quiet room with machine and quiet passing sound.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |4
|fluorescent lights
|height="40px"|Crackling electricity.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|transformer
|align="center" |5
|height="40px"|Ventilation.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|transformer
|align="center" |6
|height="40px"|Radio music.
|-
|-
|height="40px"|
|height="40px"|isle3.ship_inside_001
|Deep tone room with wood creaking.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|3
|Air conditioner.
|machinery hum
|-
|-
|height="40px"|<code>metro.key_building_001</code>
|
|Wood creaking with quiet forest and city ambience.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Radio music.
|-
|
|
|
|align="center" |3
|height="40px"|Sleeping.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_isle3.txt</span>
 
== Metro ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|metro.outside_001
|Forest ambience with passing cars and city ambience with birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.forklift_room_001</code>
|height="40px"|metro.outside_001_hut
|Quiet room with quiet city ambience.
|Forest ambience with passing cars and city ambience with birds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.factory_room_001</code>
|height="40px"|metro.outside_002
|Room with crumbling rock debris sometimes metal stress.
|Simular to <code>metro.outside_001</code>, but with quiter city ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.fire_room_001</code>
|height="40px"|metro.under_river_001
|Windy room with quiet city and forest ambience.
|Watery ambience with dripping water passing cars and quiet forest ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.fire_room_002</code>
|height="40px"|metro.under_river_002
|Room with crumbling rock debris and sometimes metal.
|Simular to above but louder city and forest ambience and quiter water ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>metro.pump_room_001</code>
|height="40px"|metro.street_001
|Room with crumbling rock debris and sometimes metal.
|City ambience with passing cars, sometimes helicopter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|machine
|-
|-
|height="40px"|
|height="40px"|metro.internet_room_001
|Quiet room with computers.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Fan.
|fluorescent lights
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|other machine
|align="center" |1
|height="40px"|Beeping machine.
|-
|-
|height="40px"|<code>metro.pump_hallway_001</code>
|
|City ambience.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |2
|machine
|height="40px"|Machine humming.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fluorescent lights
|align="center" |3
|height="40px"|Computer noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|other machine
|align="center" |4
|height="40px"|Computer noises.
|-
|-
|height="40px"|<code>metro.sewer_001</code>
|Room with water ambience and cave ambience with mahma, dripping water, random metalic sounds.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|slime
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|water flow
|-
|height="40px"|<code>metro.UMW_furnace_room_001</code>
|Room with deep tone.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|furnace (silent, vol 0)
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|align="center" |5
|air conditioner
|height="40px"|Broken harddisk.
|-
|-
|height="40px"|
|height="40px"|metro.internet_room_002
|Quiet room with mahma.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Machine noises.
|machine
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|fluorescent lights
|-
|height="40px"|<code>metro.UMW_inside_001</code>
|Room with deep tone and metro station sounds.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|air conditioner
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|align="center"|2
|height="40px"|Air conditioner.
|radio 1 music
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|air conditioner
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|4
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|align="center"|5
|height="40px"|Water ambience.
|engine room
|-
|-
|height="40px"|<code>metro.UMW_office_001</code>
|height="40px"|metro.internet_sewer_001
|Room with deep tone and metro station sounds.
|Water ambience with dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|computer
|-
|-
|height="40px"|
|height="40px"|metro.internet_sewer_002
|
|Wind with dripping water and quiet city and forest ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|computer
|-
|-
|height="40px"|
|height="40px"|metro.start_room_001
|Quiet room with machine and quiet passing sound.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Machine humming.
|computer
|-
|-
|height="40px"|
|height="40px"|metro.transformer_building_001
|Quiet room with machine and quiet passing sound.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|3
|Fluorescent lights.
|air conditioner
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|4
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|5
|computer
|-
|height="40px"|<code>metro.station_001</code>
|Metro station ambience with quiet city ambience.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|align="center"|1
|height="40px"|Transformer.
|computer
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|3
|machine
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |2
|align="center"|4
|height="40px"|Transformer.
|fluorescent lights
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|5
|fluorescent lights
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|6
|air conditioner
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |3
|align="center"|7
|height="40px"|Machine humming.
|air conditioner
|-
|-
|height="40px"|<code>metro.station_aziz_001</code>
|height="40px"|metro.key_building_001
|Simular to above, but with quiter city ambience.
|Wood creaking with quiet forest and city ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|air conditioner
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|fan
|-
|height="40px"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|align="center"|2
|fluorescent lights
|-
|-
|}
|height="40px"|metro.forklift_room_001
 
|Quiet room with quiet city ambience.
== Office ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|<code>office.offices</code>
|Machines beeping, light flicker, clicking mouse sounds and random coughing.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|printer
|-
|height="40px"|<code>office.hallway</code>
|Room ambience with random coughing
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>office.lobby</code>
|height="40px"|metro.factory_room_001
|Room ambience with quiet machinery hum, random coughing.
|Room with crumbling rock debris sometimes metal stress.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>office.sauna</code>
|height="40px"|metro.fire_room_001
|Quiet room ambience.
|Windy room with quiet city and forest ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>office.emergencyexit</code>
|height="40px"|metro.fire_room_002
|Quiet machinery hum.
|Room with crumbling rock debris and sometimes metal.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|<code>office.garage</code>
|height="40px"|metro.pump_room_001
|Machinery hum.
|Room with crumbling rock debris and sometimes metal.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Machine noises.
|-
|-
|}
|
 
|
== Office blackout ==
|
{| class=standard-table | style="width:100%;"
|align="center" |1
!width="285px"|Name
|height="40px"|Fluorescent lights.
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|height="40px"|<code>officebo.hallway</code>
|Quiet room ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>officebo.hallway_flood</code>
|Quiet room ambience with dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>officebo.lobby</code>
|Quiet ventilated room ambience, with deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>officebo.garage</code>
|Machinery hum with water ambience and dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|}
== Powerstation ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="105px"|preset DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|<code>powerstation.start_001</code>
|Quiet windy ambience with dripping water.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|ventilation
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|water pipe
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|align="center" |2
|machine
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|height="40px"|metro.pump_hallway_001
|City ambience.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|3
|Machine noises.
|machinery hum
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|machine
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>bank.stairwell.001</code>
|
| Quiet ventilated room
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|align="center" |2
|machinery hum
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|height="40px"|metro.sewer_001
|Room with water ambience and cave ambience with mahma, dripping water, random metalic sounds.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|4
|Slime.
|machine
|-
|-
|height="40px"|<code>powerstation.coal_hallway_001</code>
|
|Quiet industrial hallway.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|machine
|height="40px"|Water flow.
|-
|-
|height="40px"|
|height="40px"|metro.UMW_furnace_room_001
|Room with deep tone.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Furnace (silent).
|other machine
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|fluorescent lights
|align="center" |1
|height="40px"|Air conditioner.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|machinery hum
|align="center" |2
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|another diffrent machine
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|height="40px"|metro.UMW_inside_001
|Room with deep tone and metro station sounds.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|5
|Fluorescent lights.
|fluorescent lights
|-
|-
|height="40px"|<code>powerstation.coal_hallway_002</code>
|
|Quiet industrial hallway with crumbling rock debris.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|fluorescent lights
|height="40px"|Air conditioner.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|quiet groaning machine
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|align="center" |2
|fluorescent lights
|height="40px"|Radio music.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|industrial sounds
|align="center" |3
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>powerstation.coal_pit_001</code>
|
|Industrial sounds with cave ambience, metal stress and crumbling rock debris.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |4
|style="background-color:rgb(50,50,50);"|
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>powerstation.stairs_001</code>
|
|Ventilated room with quiet industrial sounds.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |5
|fluorescent lights
|height="40px"|Engine room ambience.
|-
|-
|height="40px"|
|height="40px"|metro.UMW_office_001
|Room with deep tone and metro station sounds.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|1
|Computer noises.
|sort of scrachy piston
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|fan
|align="center" |1
|height="40px"|Computer noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|3
|
|fluorescent lights
|align="center" |2
|height="40px"|Computer noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|4
|
|fluorescent lights
|align="center" |3
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>powerstation.end_room_001</code>
|
|Quiet industrial room.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |4
|style="background-color:rgb(50,50,50);"|
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>powerstation.end_hall_001</code>
|
|Quiet industrial room with dripping water.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |5
|style="background-color:rgb(50,50,50);"|
|height="40px"|Computer noises.
|-
|-
|height="40px"|<code>powerstation.end_hallway_001</code>
|height="40px"|metro.station_001
|Quiet industrial room with deep tone room.
|Metro station ambience with quiet city ambience.
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|style="background-color:rgb(50,50,50);"|
|Fluorescent lights.
|-
|-
|height="40px"|<code>powerstation.end_control_room_001</code>
|
|Quiet industrial room.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |1
|fluorescent lights
|height="40px"|Computer noises.
|-
|-
|height="40px"|<code>powerstation.end_control_room_001_power2</code>
|
|Deep tone industrial room with fire and water ambience and water flow,light flicker, metal stress, sometimes alarm.
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|0
|align="center" |2
|fluorescent lights
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|fan
|align="center" |3
|height="40px"|Machine noises.
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|2
|
|crackling electricity
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>powerstation.end_hallway_001_power2</code>
|
|Simular to <code>powerstation.end_hallway_001</code>, but with water ambience and water flow,light flicker, metal stress, sometimes alarm.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |5
|style="background-color:rgb(50,50,50);"|
|height="40px"|Fluorescent lights.
|-
|-
|height="40px"|<code>powerstation.end_room_001_power2</code>
|
|Simular to <code>powerstation.end_room_001</code>, but with with fire and water ambience, water flow,light flicker, metal stress, sometimes alarm.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |6
|style="background-color:rgb(50,50,50);"|
|height="40px"|Air conditioner.
|-
|-
|height="40px"|<code>powerstation2.outside_001</code>
|City ambience with rain.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|water ambience
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|1
|
|water
|align="center" |7
|height="40px"|Air conditioner.
|-
|-
|height="40px"|
|height="40px"|metro.station_aziz_001
|Simular to above, but with quiter city ambience.
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |0
|align="center"|2
|Air conditioner.
|air conditioner
|-
|height="40px"|<code>powerstation2.stairs_001</code>
|Industrial with deep tone and metal stress.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|city ambience
|-
|height="40px"|<code>powerstation2.stairs_002</code>
|Deep tone with industrial theme.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>powerstation2.ladder_room_001</code>
|City ambience with machinery and deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>powerstation2.control_room_001</code>
|Computer room with deep tone and industrial theme.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|broken hard disk
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|1
|computer
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"|5
|beeping machine
|-
|height="40px"|<code>powerstation2.control_room_002</code>
|Simular to above.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|broken hard disk
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" |1
|align="center"|1
|height="40px"|Fan.
|computer
|-
|-
|height="40px"|
|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"|5
|
|beeping machine
|align="center" |2
|-
|height="40px"|Fluorescent lights.
|height="40px"|<code>powerstation2.foliage_room_001</code>
|City ambience with forest ambience, crumbling rock debris, wood creaking, metal stress.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>powerstation2.foliage_room_002</code>
|Simular to above, but quiter and with deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>powerstation2.mine_001</code>
|Cave ambience with deep tone industrial theme, and rock drebits.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|<code>powerstation2.mine_002</code>
|Simular to above, but quiter and with spooky theme.
|style="background-color:rgb(50,50,50);"|
|align="center"|0
|breath
|-
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_metro.txt</span>


== Prologue ==
== NPP (The Black Rock Nuclear Powerplant) ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>prologue.sewer_001</code>
|height="40px"|npp.warehouse_001
|
|Warehouse ambience with quiet storm hitting metal roof, sometimes metal stress.
|align="center" | {{DSP | 1}}
|align="center" |0
|Diesel generator.
|-
|-
|<code>prologue.pipe_tunnel_001</code>
|
|
|-
|<code>prologue.pipe_tunnel_002</code>
|
|
|-
|<code>prologue.water</code>
|
|
|align="center" |1
|height="40px"|Storm.
|-
|-
|}
|height="40px"|npp.outside_001
 
|Storm ambience.
== Reactor ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>reactor.flooded_area_001</code>
|
|
|align="center" |0
|Rain hitting metal.
|-
|-
|<code>reactor.SNW_stairs_001</code>
|
|
|-
|<code>reactor.rod_room_outside_001</code>
|
|
|-
|<code>reactor.rod_room_001</code>
|
|
|align="center" |1
|height="40px"|Rain.
|-
|-
|<code>reactor.SNW_control_room_001</code>
|
|
|-
|<code>reactor.SNW_showers_001</code>
|
|
|-
|<code>reactor.SNW_sleeping_room_001</code>
|
|
|align="center" |2
|height="40px"|Diesel generator.
|-
|-
|<code>reactor.SNW_hallway_001</code>
|
|
|-
|}
== Reserve ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>reserve1.pontikka</code>
|
|
|-
|<code>reserve3.cave_001</code>
|
|
|align="center" |3
|height="40px"|Rain hitting metal.
|-
|-
|<code>reserve3.cave_002</code>
|
|
|-
|<code>reserve3.building_001</code>
|
|
|-
|<code>reserve3.tunnel_001</code>
|
|
|align="center" |4
|height="40px"|Water flowing down a gutter.
|-
|-
|}
== Sawmill ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>sawmill.pp_off</code>
|
|
|-
|<code>sawmill.pp</code>
|
|
|-
|<code>sawmill.water_room_off</code>
|
|
|align="center" |5
|height="40px"|Water flowing down a gutter.
|-
|-
|<code>sawmill.water_room</code>
|height="40px"|npp.outside_001b
|Simular to above, but only postition sounds.
|
|
|align="center" |0
|Rain hitting metal.
|-
|-
|<code>sawmill.wood_room</code>
|
|
|-
|}
== Server Room ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>server_room</code>
|
|
|-
|<code>server_room_002</code>
|
|
|align="center" |1
|height="40px"|Rain.
|-
|-
|}
== Servicetunnel ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>servicetunnel.tunnel_001</code>
|
|
|-
|<code>servicetunnel.outside_down_001</code>
|
|
|-
|<code>servicetunnel.pipe_hell_001</code>
|
|
|align="center" |2
|height="40px"|Diesel generator.
|-
|-
|<code>servicetunnel.outside_main_001</code>
|
|
|-
|<code>servicetunnel.outside_room_001</code>
|
|
|-
|<code>servicetunnel.outside_room_002</code>
|
|
|align="center" |3
|height="40px"|Rain hitting metal.
|-
|-
|<code>servicetunnel.outside_door_001</code>
|
|
|-
|<code>servicetunnel.sewer_001</code>
|
|
|-
|<code>servicetunnel.sewer_room_001</code>
|
|
|align="center" |4
|height="40px"|Water flowing down a gutter.
|-
|-
|<code>servicetunnel.electric_room_001</code>
|
|
|-
|<code>servicetunnel.simulator_001</code>
|
|
|-
|<code>servicetunnel.simulator_stairs_001</code>
|
|
|align="center" |5
|height="40px"|Water flowing down a gutter.
|-
|-
|<code>servicetunnel.walter_area_001</code>
|height="40px"|npp.lobby_doors_001
|Intirior with storm ambience comming from outside, with rain hitting metal roof.
|
|
|align="center" |1
|Rain.
|-
|-
|<code>servicetunnel.walter_area_002</code>
|
|
|-
|<code>servicetunnel.walter_area_003</code>
|
|
|-
|<code>servicetunnel.bunker_area_001</code>
|
|
|align="center" |2
|height="40px"|Diesel generator.
|-
|height="40px"|npp.lobby_001
|Warehouse ambience.
|align="center" | {{DSP | 1}}
|align="center" |0
|Outside storm.
|-
|-
|<code>servicetunnel.beer_room_001</code>
|
|
|-
|<code>servicetunnel.elevator_room_001</code>
|
|
|-
|<code>servicetunnel.secret_room_001</code>
|
|
|align="center" |1
|height="40px"|Diesel generator.
|-
|-
|}
== Sewer ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>sewer.hartman_001</code>
|
|
|-
|<code>sewer.hartman_002</code>
|
|
|-
|<code>sewer.end_001</code>
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|-
|<code>sewer.flood_doors_control_001</code>
|
|
|-
|<code>sewer.bolt_cutter_room_001</code>
|
|
|-
|<code>sewer.collapsed_001</code>
|
|
|align="center" |3
|height="40px"|Rain hitting metal.
|-
|-
|<code>sewer.floodgate_001</code>
|height="40px"|npp.lobby_002
|
|Warehouse ambience.
|align="center" | {{DSP | 1}}
|align="center" |0
|Radio music.
|-
|-
|<code>sewer.ladder_tunnel_001</code>
|
|
|-
|<code>sewer.ladder_tunnel_002</code>
|
|
|-
|<code>sewer.water_room_001</code>
|
|
|align="center" |1
|height="40px"|Diesel generator.
|-
|-
|<code>sewer.hartman_jail_001</code>
|
|
|-
|}
== Skyscraper ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>skyscraper.walter_office_001</code>
|
|
|-
|<code>skyscraper.walter_office_002</code>
|
|
|align="center" |2
|height="40px"|Outside storm.
|-
|-
|}
|height="40px"|npp.lobby_003
 
|Warehouse ambience.
== Stormdrain ==
|align="center" | {{DSP | 1}}
{| cellpadding=4
|align="center" |0
!align=left| Name
|Radio music.
!align=left| Description and Notes
|-
|-
|<code>stormdrain.drainage_pump_pit_001</code>
|
|
|-
|<code>stormdrain.room_001</code>
|
|
|-
|<code>stormdrain.stormdrain_001</code>
|
|
|align="center" |1
|height="40px"|Diesel generator (silent).
|-
|-
|<code>stormdrain.cistern_001</code>
|
|
|-
|<code>stormdrain.duct_001</code>
|
|
|-
|<code>stormdrain.copan_001</code>
|
|
|align="center" |2
|height="40px"|Outside storm.
|-
|-
|<code>stormdrain.water_tunnel_001</code>
|height="40px"|npp.stairs_001
|
|Warehause ambience with storm ambience comming from outside.
|align="center" | {{DSP | 1}}
|align="center" |0
|Radio music.
|-
|-
|<code>stormdrain.water_tunnel_002</code>
|
|
|-
|<code>stormdrain.water_tunnel_002b</code>
|
|
|-
|<code>stormdrain.minitrain_tunnel_001</code>
|
|
|align="center" |1
|height="40px"|Diesel generator.
|-
|-
|<code>stormdrain.minitrain_tunnel_002</code>
|height="40px"|npp.office_001
|Warehouse ambience.
|
|
|align="center" |0
|Outside storm.
|-
|-
|<code>stormdrain.minitrain_room_001</code>
|
|
|-
|<code>stormdrain.ladder_room_001</code>
|
|
|-
|<code>stormdrain.ugu_tunnel_001</code>
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|-
|<code>stormdrain.opensewer_tunnel_001</code>
|height="40px"|npp.cc_hallway_002
|Warehause ambience.
|
|
|align="center" |0
|Outside storm and rain hitting metal.
|-
|-
|<code>stormdrain.opensewer_room_001</code>
|
|
|-
|<code>stormdrain.stairs_room_001</code>
|
|
|-
|<code>stormdrain.stairs_room_002</code>
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|-
|<code>stormdrain.ugu_cave_001</code>
|
|
|-
|<code>stormdrain.ugu_cave_002</code>
|
|
|-
|<code>stormdrain.water_tunnel_003</code>
|
|
|align="center" |2
|height="40px"|Outside storm.
|-
|-
|<code>stormdrain.water_tunnel_004</code>
|
|
|
|
|align="center" |3
|height="40px"|Outside storm.
|-
|-
|}
|height="40px"|npp.bridge_001
 
|Rain hitting metal roof.
== Tech ==
|style="background-color:rgb(50,50,50);"|
{| cellpadding=4
|style="background-color:rgb(50,50,50);"|
!align=left| Name
|style="background-color:rgb(50,50,50);"|
!align=left| Description and Notes
|-
|-
|<code>tech.controlroom</code>
|height="40px"|npp.room_001
|Deep tone, sometimes distant alarm and rare random abstract sounds.
|
|
|align="center" |0
|Rain hitting metal.
|-
|-
|<code>tech.electric</code>
|
|
|-
|<code>tech.office</code>
|
|
|-
|<code>tech.office_blackout</code>
|
|
|align="center" |1
|height="40px"|Diesel generator.
|-
|-
|<code>tech.office_blackout_wet</code>
|
|
|-
|}
== Tenements ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>tenements.outside_001</code>
|
|
|-
|<code>tenements.outside_002</code>
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|-
|<code>tenements.outside_003</code>
|
|
|-
|<code>tenements.apartment_doors_001</code>
|
|
|-
|<code>tenements.mushroom_apartment_001</code>
|
|
|align="center" |3
|height="40px"|Computer noises.
|-
|-
|<code>tenements.border_room_001</code>
|
|
|-
|<code>tenements.shop_001</code>
|
|
|-
|<code>tenements.stairs_001</code>
|
|
|align="center" |4
|height="40px"|Storm.
|-
|-
|<code>tenements.stairs_002</code>
|
|
|-
|<code>tenements.stairs_hideout_001</code>
|
|
|-
|<code>tenements.office_001</code>
|
|
|align="center" |5
|height="40px"|Outside storm.
|-
|-
|}
== Tunnel ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>tunnel1.pipe_room_001</code>
|
|
|-
|<code>tunnel.room_004</code>
|
|
|-
|<code>tunnel.room_003</code>
|
|
|align="center" |6
|height="40px"|Radio music.
|-
|-
|<code>tunnel.watertreatment</code>
|height="40px"|npp.turbinehall_001
| No sound files referenced.
|Deep tone with warehause ambience, sometimes distant alarm and rare random abstract sounds.
|-
|<code>tunnel.corridor</code>
|
|
|align="center" |0
|Storm.
|-
|-
|<code>tunnel.room_001</code>
|
|
|-
|<code>tunnel.room_002</code>
|
|
|-
|<code>sewer.tunnel_01</code>
|
|
|align="center" |1
|height="40px"|Outside storm.
|-
|-
|<code>sewer.tunnel_02</code>
|height="40px"|npp.turbinehal_cc_001
|Deep tone with broken hard disk, sometimes distant alarm and rare random abstract sounds.
|
|
|align="center" |0
|Broken harddisk.
|-
|-
|<code>tunnel.crumbling</code>
|height="40px"|npp.heli_hallway_001
|Deep tone.
|
|
|align="center" |0
|Outside storm.
|-
|-
|<code>tunnel2.office_room_001</code>
|
|
|-
|<code>tunnel2.room_001</code>
|
|
|-
|<code>tunnel2.pipe_room_001</code>
|
|
|align="center" |1
|height="40px"|Outside storm.
|-
|-
|<code>tunnel2.pipe_room_002</code>
|height="40px"|npp.heli_stairs_001
|Deep tone with storm ambience comming from outside.
|
|
|align="center" |0
|Storm.
|-
|-
|<code>tunnel2.room_002</code>
|height="40px"|npp.heli_out_001
|Storm ambience with wind.
|
|
|align="center" |0
|Diesel generator.
|-
|-
|<code>tunnel3.watertunnel_001</code>
|height="40px"|roof.entrance_001
|Deep tone with storm ambience comming from outside.
|
|
|align="center" |0
|Rain hitting metal.
|-
|-
|<code>tunnel2.chlorine</code>
|
|
|-
|<code>tunnel3.watertunnel_002</code>
|
|
|-
|<code>tunnel3.watertunnel_003</code>
|
|
|align="center" |1
|height="40px"|Rain hitting metal.
|-
|-
|<code>tunnel3.watertunnel_003_planks</code>
|
|
|-
|<code>tunnel3.foliage_building_001</code>
|
|
|-
|<code>tunnel3.foliage_building_002</code>
|
|
|align="center" |2
|height="40px"|Storm.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_npp.txt</span>
== Office ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>tunnel3.generator_room_001</code>
|height="40px"|office.offices
|Machines beeping, light flicker, clicking mouse sounds and random coughing.
|
|
|align="center" |0
|Printer.
|-
|-
|<code>tunnel3.room_001</code>
|height="40px"|office.hallway
|
|Room ambience with random coughing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>tunnel3.room_002</code>
|height="40px"|office.lobby
|
|Room ambience with quiet machinery hum, random coughing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>tunnel3.room_003</code>
|height="40px"|office.sauna
|
|Quiet room ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>tunnel3.pipe_001</code>
|height="40px"|office.emergencyexit
|
|Quiet machinery hum.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>tunnel3.collapsed_tunnel_001</code>
|height="40px"|office.garage
|
|Machinery hum.
|-
|style="background-color:rgb(50,50,50);"|
|<code>tunnel2.cave_001</code>
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|}
|<code>tunnel3.newtunnel_room_001</code>
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_office.txt</span>
 
== Office Blackout ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|officebo.hallway
|Quiet room ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|officebo.hallway_flood
|Quiet room ambience with dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|officebo.lobby
|Quiet ventilated room ambience, with deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|officebo.garage
|Machinery hum with water ambience and dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_officeblackout.txt</span>
 
== Power Station ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|powerstation.start_001
|Quiet windy ambience with dripping water.
|
|align="center" |0
|Ventilation.
|-
|
|
|
|align="center" |1
|height="40px"|Water pipe.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|powerstation.start_002
|Very quiet control room ambience.
|
|align="center" |3
|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|powerstation.coal_hallway_001
|Quiet industrial hallway.
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|powerstation.coal_hallway_002
|Quiet industrial hallway with crumbling rock debris.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Quiet groaning machine.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Industrial sounds.
|-
|height="40px"|powerstation.coal_pit_001
|Industrial sounds with cave ambience, metal stress and crumbling rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation.stairs_001
|Ventilated room with quiet industrial sounds.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Scrachy piston.
|-
|
|
|
|align="center" |2
|height="40px"|Fan.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|height="40px"|powerstation.end_room_001
|Quiet industrial room.
|
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|powerstation.end_hall_001
|Quiet industrial room with dripping water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation.end_hallway_001
|Quiet industrial room with deep tone room.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation.end_control_room_001
|Quiet industrial room.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fan.
|-
|height="40px"|powerstation.end_control_room_001_power2
|Deep tone industrial room with fire and water ambience and water flow,light flicker, metal stress, sometimes alarm.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fan.
|-
|
|
|
|align="center" |2
|height="40px"|Crackling electricity.
|-
|height="40px"|powerstation.end_hallway_001_power2
|Simular to <code>powerstation.end_hallway_001</code>, but with water ambience and water flow,light flicker, metal stress, sometimes alarm.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation.end_room_001_power2
|Simular to <code>powerstation.end_room_001</code>, but with with fire and water ambience, water flow,light flicker, metal stress, sometimes alarm.
|
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|powerstation2.outside_001
|City ambience with rain.
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Water.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|height="40px"|powerstation2.stairs_001
|Industrial with deep tone and metal stress.
|
|align="center" |0
|City ambience.
|-
|height="40px"|powerstation2.stairs_002
|Deep tone with industrial theme.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation2.ladder_room_001
|City ambience with machinery and deep tone.
|
|align="center" |0
|Machine noises and humming.
|-
|
|
|
|align="center" |1
|height="40px"|General room ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|height="40px"|powerstation2.control_room_001
|Computer room with deep tone and industrial theme.
|
|align="center" |0
|Broken harddisk.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |5
|height="40px"|Beeping.
|-
|height="40px"|powerstation2.control_room_002
|Identical to above.
|
|align="center" |0
|Broken harddisk.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |5
|height="40px"|Beeping.
|-
|height="40px"|powerstation2.foliage_room_001
|City ambience with forest ambience, crumbling rock debris, wood creaking, metal stress.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation2.foliage_room_002
|Simular to above, but quiter and with deep tone.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|powerstation2.mine_001
|Cave ambience with deep tone industrial theme, and rock drebits.
|
|align="center" |0
|Wood creaking.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|height="40px"|powerstation2.mine_002
|Simular to above, but quiter and with spooky theme.
|
|align="center" |0
|Breathing.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_powerstation.txt</span>
 
== Prison (Whiprock dlc) ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|prison.ugu_room_001
|Quieter cellar ambience with ugu.
|
|align="center" |0
|Prison ambience.
|-
|height="40px"|prison.basement_001
|Cellar ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_prison.txt</span>
 
== Prologue ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|prologue.sewer_001
|Quiet tone with water ambience, water dripping and random quiet abstract sounds (air hitting sounds).
|
|align="center" |0
|Slime and sludge sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Slime.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|height="40px"|prologue.pipe_tunnel_001
|Quiet windy underground tone with dripping water, spooky atmosphere and random abstract sounds.
|
|align="center" |0
|Water sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Steam leaking.
|-
|height="40px"|prologue.pipe_tunnel_002
|Windy underground tone with cave ambience, dripping water, spooky atmosphere and random abstract sounds.
|
|align="center" |0
|Water sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Water ambience.
|-
|height="40px"|prologue.water
|Nothing (underground tone, but volume is 0 so nothing plays).
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_prologue.txt</span>
 
== Rails ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|rails.outside_001
|Windy city ambience with forest ambience, insects, sometimes barking dog, sometimes helicopter.
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Deep tone ambience.
|-
|height="40px"|rails.outside_002
|Simular to above, but louder forest ambience.
|align="center" | {{DSP | 1}}
|align="center" |0
|Dog barking.
|-
|
|
|
|align="center" |1
|height="40px"|Fan.
|-
|
|
|
|align="center" |2
|height="40px"|Deep tone ambience.
|-
|
|
|
|align="center" |3
|height="40px"|Tunnel entrance ambience.
|-
|
|
|
|align="center" |4
|height="40px"|Transformer.
|-
|
|
|
|align="center" |5
|height="40px"|Computer noises, sleeping, machine humming.
|-
|
|
|
|align="center" |6
|height="40px"|Crackling electricity.
|-
|height="40px"|rails.border_room_001
|Deep tone with city ambience, sometimes barking dog and a helicopter.
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Ventilation.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|rails.garage_001
|Deep tone with city ambience, metal stress, sometimes helicopter.
|
|align="center" |0
|Radio music.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|rails.hacker_001
|Quiet city ambience.
|
|align="center" |0
|Computer noises.
|-
|
|
|
|align="center" |1
|height="40px"|Sleeping.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Windy forest ambience.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rails.txt</span>
 
== Reactor ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|reactor.flooded_area_001
|Fluorescent lights, computer noice and quiet mashine beeping.
|align="center" | {{DSP | 1}}
|align="center" |0
|Alarm.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Water ambience.
|-
|height="40px"|reactor.vent_001
|Industrial ambience with deep tone, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|align="center" |0
|Crackling electricity.
|-
|height="40px"|reactor.generator_room_001
|Engineroom with loud industrial ambience, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reactor.hallway_001
|Industrial ambience with deep tone, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Ventilation.
|-
|
|
|
|align="center" |4
|height="40px"|Alarm.
|-
|height="40px"|reactor.hallway_002
|Industrial ambience with deep tone, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Creaky machine.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Alarm.
|-
|height="40px"|reactor.SNW_stairs_001
|Engineroom with industrial ambience and machinery hum, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|height="40px"|reactor.rod_room_outside_001
|Deep tone with industrial ambience, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |3
|height="40px"|Ventilation.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|reactor.rod_room_001
|Engineroom with loud industrial ambience, deep tone, sometimes distant alarm.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reactor.SNW_control_room_001
|Deep tone with quiet engineroom ambience, spooky atmosphere, sometimes metal stress.
|align="center" | {{DSP | 1}}
|align="center" |0
|Computer noises.
|-
|
|
|
|align="center" |1
|height="40px"|Broken harddisk.
|-
|
|
|
|align="center" |2
|height="40px"|Broken harddisk.
|-
|
|
|
|align="center" |3
|height="40px"|Ventilation.
|-
|
|
|
|align="center" |4
|height="40px"|Fan.
|-
|
|
|
|align="center" |5
|height="40px"|Electric motor.
|-
|
|
|
|align="center" |6
|height="40px"|Deep tone ambience.
|-
|
|
|
|align="center" |7
|height="40px"|Water ambience.
|-
|height="40px"|reactor.SNW_showers_001
|Deep tone, with spooky atmosphere.
|align="center" | {{DSP | 1}}
|align="center" |0
|Water dripping.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|height="40px"|reactor.SNW_sleeping_room_001
|Deep tone, with spooky atmosphere.
|align="center" | {{DSP | 1}}
|align="center" |0
|Air conditioner.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|height="40px"|reactor.SNW_hallway_001
|Deep tone, with spooky atmosphere.
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|reactor.pump_area_001
|Deep tone, with random abstract sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reactor.pump_area_002
|Simular to above.
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Ventilation.
|-
|height="40px"|reactor.pump_area_003
|Simular to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reactor.pump_area_004
|Simular to above.
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |6
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |7
|height="40px"|Fluorescent lights.
|-
|height="40px"|reactor.elevator
|Hum of moving air.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_reactor.txt</span>
 
== Reserve ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|reserve1.pontikka
|Cave ambience with quiet forest ambience, birds, cave ambience.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reserve3.cave_001
|Deep tone with cave ambience and water dripping, crumbling rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reserve3.cave_002
|Cave ambience with insects and watter dripping, crumbling rock debris.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|reserve3.building_001
|Forest ambience with birds, wood creaking, quiet machinery hum.
|
|align="center" |0
|Machine humming.
|-
|height="40px"|reserve3.tunnel_001
| Tunnel entrance ambience with forest ambience, bird and water dripping.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_reserve.txt</span>
 
== Sawmill ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|sawmill.pp_off
|Quiet sawmill theme with random abstract sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|sawmill.pp
|Quiet sawmill theme with random abstract sounds.
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine beeping.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|sawmill.water_room_off
|Quiet sawmill theme with water flow and water dripping.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|sawmill.water_room
|Quiet sawmill theme with random abstract sounds.
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine beeping.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|sawmill.wood_room
|Deep tone with wood creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_sawmill.txt</span>
 
== Server Room ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|server_room
|Machinery hum.
|
|align="center" |0
|Machine humming and beeping.
|-
|
|
|
|align="center" |1
|height="40px"|Broken harddisk.
|-
|height="40px"|server_room_002
|Machinery hum with computer, broken hard disk.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine beeping.
|-
|
|
|
|align="center" |1
|height="40px"|Transformer and machine beeping.
|-
|
|
|
|align="center" |2
|height="40px"|Fan.
|-
|
|
|
|align="center" |3
|height="40px"|Transformer.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_server_room.txt</span>
 
== Service Tunnel ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|servicetunnel.tunnel_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Tunnel ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|height="40px"|servicetunnel.outside_down_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|height="40px"|servicetunnel.pipe_hell_001
|
|align="center" | {{DSP | 1}}
|align="center" |1
|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|height="40px"|servicetunnel.outside_main_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.outside_room_001
|
|
|align="center" |0
|Engine room ambience.
|-
|height="40px"|servicetunnel.outside_room_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.outside_door_001
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.sewer_001
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.sewer_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|height="40px"|servicetunnel.electric_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.simulator_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Tunnel ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Fan.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Fan.
|-
|height="40px"|servicetunnel.simulator_stairs_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|servicetunnel.walter_area_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.walter_area_002
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.walter_area_003
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.bunker_area_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Metalic bumps.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Metalic bumps.
|-
|
|
|
|align="center" |4
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|servicetunnel.beer_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.elevator_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|servicetunnel.secret_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_servicetunnel.txt</span>
 
== Sewer ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|sewer.hartman_001
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Metal stress.
|-
|height="40px"|sewer.hartman_002
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Steam leaking.
|-
|height="40px"|sewer.end_001
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|
|
|
|align="center" |3
|height="40px"|Slime.
|-
|
|
|
|align="center" |4
|height="40px"|Water flow.
|-
|height="40px"|sewer.flood_doors_control_001
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|
|
|
|align="center" |3
|height="40px"|Slime.
|-
|
|
|
|align="center" |4
|height="40px"|Water flow.
|-
|height="40px"|sewer.bolt_cutter_room_001
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|
|
|
|align="center" |3
|height="40px"|Slime.
|-
|
|
|
|align="center" |4
|height="40px"|Water flow.
|-
|height="40px"|sewer.collapsed_001
|
|
|align="center" |2
|Metal stress.
|-
|height="40px"|sewer.floodgate_001
|
|
|align="center" |0
|Water ambience and slime.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Water pump and random metal sounds.
|-
|
|
|
|align="center" |3
|height="40px"|Slime and sludge sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Machine humming.
|-
|height="40px"|sewer.ladder_tunnel_001
|
|
|align="center" |0
|Machine humming.
|-
|height="40px"|sewer.ladder_tunnel_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|sewer.water_room_001
|
|
|align="center" |0
|Crackling electricity.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|height="40px"|sewer.hartman_jail_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_sewer.txt</span>
 
== Skyscraper ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|skyscraper.walter_office_001
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|skyscraper.walter_office_002
|
|
|align="center" |0
|Fluorescent lights.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_skyscraper.txt</span>
 
== Stormdrain ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|stormdrain.drainage_pump_pit_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|height="40px"|stormdrain.room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|height="40px"|stormdrain.stormdrain_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.cistern_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Metalic sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Generic ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Metalic sounds.
|-
|height="40px"|stormdrain.duct_001
|
|
|align="center" |0
|Fan.
|-
|
|
|
|align="center" |1
|height="40px"|Generic ambience.
|-
|height="40px"|stormdrain.copan_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Transformer.
|-
|
|
|
|align="center" |3
|height="40px"|Metalic sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |5
|height="40px"|Gas pipe.
|-
|height="40px"|stormdrain.water_tunnel_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.water_tunnel_002
|
|
|align="center" |0
|Machine noises.
|-
|height="40px"|stormdrain.water_tunnel_002b
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.minitrain_tunnel_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|height="40px"|stormdrain.minitrain_tunnel_002
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Slime.
|-
|height="40px"|stormdrain.minitrain_room_001
|
|
|align="center" |0
|Machine noises.
|-
|height="40px"|stormdrain.ladder_room_001
|
|
|align="center" |0
|Machine noises.
|-
|height="40px"|stormdrain.ugu_tunnel_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.opensewer_tunnel_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Gas pipes.
|-
|
|
|
|align="center" |2
|height="40px"|Metalic sounds.
|-
|height="40px"|stormdrain.opensewer_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.stairs_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.stairs_room_002
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|height="40px"|stormdrain.ugu_cave_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.ugu_cave_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|stormdrain.water_tunnel_003
|
|
|align="center" |0
|Water flow.
|-
|height="40px"|stormdrain.water_tunnel_004
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_stormdrain.txt</span>
 
== Tech ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|tech.controlroom
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tech.electric
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tech.office
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tech.office_blackout
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tech.office_blackout_wet
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_tech.txt</span>
 
== Tenements ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|tenements.outside_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Radio music.
|-
|
|
|
|align="center" |4
|height="40px"|Fan.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |6
|height="40px"|Fluorescent lights.
|-
|height="40px"|tenements.outside_002
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Metalic sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled radio music.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|height="40px"|tenements.outside_003
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled radio music.
|-
|height="40px"|tenements.apartment_doors_001
|
|
|align="center" |0
|Muffled radio music.
|-
|
|
|
|align="center" |6
|height="40px"|Dog barking.
|-
|height="40px"|tenements.mushroom_apartment_001
|
|
|align="center" |0
|Radio music.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Slime and sludge sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Metalic sounds.
|-
|
|
|
|align="center" |5
|height="40px"|Water dripping.
|-
|
|
|
|align="center" |6
|height="40px"|Dog barking.
|-
|height="40px"|tenements.border_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|tenements.shop_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Machine hum.
|-
|height="40px"|tenements.stairs_001
|
|
|align="center" |0
|Sleeping.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled radio sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Muffled radio sounds.
|-
|height="40px"|tenements.stairs_002
|
|
|align="center" |0
|Occasional screaming and crying.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled music.
|-
|height="40px"|tenements.stairs_003
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled music.
|-
|height="40px"|tenements.stairs_hideout_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Muffled music.
|-
|height="40px"|tenements.office_001
|
|
|align="center" |0
|Fan.
|-
|
|
|
|align="center" |1
|height="40px"|Forest and city ambience with wind and insects.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |5
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |6
|height="40px"|Machine noises.
|-
|height="40px"|tenements.elevator_area_001
|Empty soundscape.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tenements.apartment_beer_master_001
|
|
|align="center" |0
|Beer effects.
|-
|height="40px"|tenements.apartment_doors_duck_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|height="40px"|tenements.apartment_duck_001
|
|
|align="center" |0
|Air conditioner.
|-
|height="40px"|tenements.birthday_doors_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tenements.birthday_apartment_001
|
|
|align="center" |0
|Air conditioner.
|-
|
|
|
|align="center" |1
|height="40px"|Insects.
|-
|height="40px"|tenements.apple_apartment_001
|
|
|align="center" |0
|Air conditioner.
|-
|height="40px"|tenements.apple_doors_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tenements.door_apartment_001
|
|
|align="center" |0
|Radio sounds.
|-
|height="40px"|tenements.metro_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Insects.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Metalic sounds.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |5
|height="40px"|Fluorescent lights.
|-
|height="40px"|tenements.bsb_001
|
|
|align="center" |0
|Muffled music.
|-
|height="40px"|tenements.funeral_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tenements.cemetery_cave_001
|
|
|align="center" |0
|Insects.
|-
|height="40px"|tenements.cemetery_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Tunnel ambience and wind.
|-
|height="40px"|tenements.glowstick_tunnel_001
|
|align="center" | {{DSP | 10}}
|align="center" |0
|Forest ambience and insects.
|-
|height="40px"|tenements.river_001
|
|
|align="center" |0
|Tunnel entrance.
|-
|
|
|
|align="center" |1
|height="40px"|Waterfall.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|
|
|
|align="center" |3
|height="40px"|Metal stress.
|-
|
|
|
|align="center" |4
|height="40px"|Creaking wood.
|-
|
|
|
|align="center" |5
|height="40px"|Cave ambience.
|-
|height="40px"|tenements.river_cave_001
|
|
|align="center" |0
|Forest ambience and insects.
|-
|
|
|
|align="center" |1
|height="40px"|Diesel generator.
|-
|height="40px"|tenements.river_cave_hut_001
|
|
|align="center" |0
|Diesel generator.
|-
|
|
|
|align="center" |1
|height="40px"|Sleeping.
|-
|
|
|
|align="center" |2
|height="40px"|Crackling electricity.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_tenements.txt</span>
 
== Tunnels ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|tunnel1.pipe_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|height="40px"|tunnel.room_004
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel.room_003
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel.watertreatment
|Silent, do not use.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel.corridor
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel.room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fan.
|-
|
|
|
|align="center" |2
|height="40px"|Fan.
|-
|height="40px"|tunnel.room_002
|
|
|align="center" |0
|Computer noises.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|height="40px"|sewer.tunnel_01
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|sewer.tunnel_02
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel.crumbling
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.office_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.pipe_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.pipe_room_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.room_002
|
|
|align="center" |0
|Machine beeping.
|-
|height="40px"|tunnel3.watertunnel_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.chlorine
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.watertunnel_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.watertunnel_003
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.watertunnel_003_planks
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.foliage_building_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.foliage_building_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.generator_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Broken harddisk.
|-
|height="40px"|tunnel3.room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.room_002
|
|
|align="center" |0
|Metal stress.
|-
|height="40px"|tunnel3.room_003
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|height="40px"|tunnel3.pipe_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.collapsed_tunnel_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel2.cave_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.newtunnel_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.newtunnel_hallway_001
|
|
|align="center" |0
|Mask sound.
|-
|height="40px"|tunnel3.newtunnel_dam_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.newtunnel_cave_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.end_tunnel_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|height="40px"|tunnel3.end_watertunnel_001
|
|
|align="center" |0
|Air conditioner.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Water flow.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|height="40px"|tunnel3.raft_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.foliage_place_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|tunnel3.foliage_hallway_001
|
|
|align="center" |0
|Machine beeping and metal stress.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_tunnel.txt</span>
 
== Villa ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|villa.interior
|
|
|align="center" |0
|Insects.
|-
|
|
|
|align="center" |1
|height="40px"|Insects.
|-
|
|
|
|align="center" |2
|height="40px"|Insects.
|-
|height="40px"|villa.walter_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|villa.kitchen_001
|
|
|align="center" |0
|Insects.
|-
|height="40px"|villa.outside
|
|
|align="center" |0
|Water flow.
|-
|height="40px"|villa.cellar
|
|
|align="center" |0
|Water dripping and rock debris.
|-
|height="40px"|villa.tunnel
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|villa.cabin
|
|
|align="center" |0
|Water dripping.
|-
|
|
|
|align="center" |1
|height="40px"|Insects.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_villa.txt</span>
 
== Waterplant ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|waterplant.pipe_place_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|waterplant.sewer_stairs_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|height="40px"|waterplant.sewer_room_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sewer_tunnel_001
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Water sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Rain splashing.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |5
|height="40px"|Water flow.
|-
|
|
|
|align="center" |6
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |7
|height="40px"|Water dripping on hardhat.
|-
|height="40px"|waterplant.raw_water_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |3
|height="40px"|Slime sounds.
|-
|height="40px"|waterplant.flocculation_room_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|height="40px"|waterplant.flocculation_room_002
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.flocculation_001
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.raw_water_hallway_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|waterplant.raw_water_tunnel_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Water flow.
|-
|
|
|
|align="center" |2
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.raw_water_tunnel_002
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|height="40px"|waterplant.control_room_001
|
|
|align="center" |0
|Broken harddisk.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |2
|height="40px"|Broken harddisk.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |4
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |5
|height="40px"|Beeping.
|-
|height="40px"|waterplant.office_room_001
|
|
|align="center" |0
|Computer noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.office_001
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.showers_001
|
|
|align="center" |0
|Water dripping.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.dressing_room_001
|
|
|align="center" |0
|Water dripping.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |3
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.sedimentation_room_001
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |2
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |3
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |4
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |5
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |6
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |7
|height="40px"|Machine humming.
|-
|height="40px"|waterplant.sedimentation_hallway_001
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Water flow.
|-
|height="40px"|waterplant.sedimentation_hallway_002
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sedimentation_hallway_003
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sedimentation_hallway_004
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sedimentation_hallway_005
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sedimentation_hallway_006
|
|
|align="center" |0
|Water ambience.
|-
|
|
|
|align="center" |1
|height="40px"|Mechanical sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|
|
|
|align="center" |5
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Water sounds.
|-
|height="40px"|waterplant.sewer_pump_001
|
|
|align="center" |5
|Machine noises.
|-
|
|
|
|align="center" |6
|height="40px"|Radio sounds.
|-
|height="40px"|waterplant.minitrain_tunnel_start_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|waterplant.watertunnel_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.watertunnel_002
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.minitrain_tunnel_001
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.minitrain_tunnel_002
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Air conditioner.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|height="40px"|waterplant.minitrain_room_001
|
|
|align="center" |0
|Mechanical sounds.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.minitrain_tunnel_mahma_001
|
|
|align="center" |0
|Water flow.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Slime and sludge sounds.
|-
|height="40px"|waterplant.minitrain_vent_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|waterplant.minitrain_vent_002
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.minitrain_pipes_001
|
|
|align="center" |0
|height="40px"|Machine noises.
|-
|height="40px"|waterplant.minitrain_end_001
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Air conditioner.
|-
|height="40px"|waterplant.minitrain_tunnel_003
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|height="40px"|waterplant.minitrain_tunnel_004
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Mechanical sounds.
|-
|height="40px"|waterplant.minitrain_tunnel_005
|
|
|align="center" |0
|Fluorescent lights.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|height="40px"|waterplant.minitrain_battery_room_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_waterplant.txt</span>
 
== Water Treatment ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|watertreatment.out_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|watertreatment.out_002
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|watertreatment.out_003
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|watertreatment.forest_001
|
|
|align="center" |0
|Insects.
|-
|height="40px"|tunnel.start_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|building.garage
|
|
|align="center" |0
|Steam leaking.
|-
|height="40px"|room.grit_classifier
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |2
|height="40px"|Machine beeping.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |5
|height="40px"|Engine room ambience.
|-
|height="40px"|room.office_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|building.inside_001
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|building.inside_002
|
|
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Air conditioner.
|-
|
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|
|
|
|align="center" |4
|height="40px"|Machine noises.
|-
|height="40px"|building.pipebuilding_001
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|office.shower_001
|
|
|align="center" |0
|Water dripping.
|-
|
|
|
|align="center" |1
|height="40px"|Radio sounds.
|-
|height="40px"|office.hallway
|
|
|align="center" |0
|Machine noises.
|-
|
|
|
|align="center" |1
|height="40px"|Radio sounds.
|-
|height="40px"|office.computer_room_001
|
|
|-
|<code>tunnel3.newtunnel_hallway_001</code>
|
|
|align="center" |0
|Machine noises.
|-
|-
|<code>tunnel3.newtunnel_dam_001</code>
|height="40px"|office.control_room_001
|
|
|-
|<code>tunnel3.newtunnel_cave_001</code>
|
|
|align="center" |0
|Broken harddisk.
|-
|-
|<code>tunnel3.end_tunnel_001</code>
|
|
|-
|<code>tunnel3.end_watertunnel_001</code>
|
|
|-
|<code>tunnel3.raft_001</code>
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|<code>tunnel3.foliage_place_001</code>
|
|
|-
|<code>tunnel3.foliage_hallway_001</code>
|
|
|-
|}
== Villa ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>villa.interior</code>
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|-
|<code>villa.outside</code>
|
|
|-
|<code>villa.cellar</code>
|
|
|-
|<code>villa.tunnel</code>
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|-
|<code>villa.cabin</code>
|height="40px"|office.room_001
|
|
|-
|}
== Waterplant ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>waterplant.pipe_place_001</code>
|
|
|align="center" |0
|Machine noises.
|-
|-
|<code>waterplant.sewer_stairs_001</code>
|height="40px"|laboratory.room_001
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>waterplant.sewer_room_001</code>
|height="40px"|laboratory.storage_001
|
|-
|<code>waterplant.sewer_tunnel_001</code>
|
|-
|<code>waterplant.raw_water_room_001</code>
|
|-
|<code>waterplant.flocculation_room_001</code>
|
|-
|<code>waterplant.flocculation_room_002</code>
|
|-
|<code>waterplant.flocculation_001</code>
|
|-
|<code>waterplant.raw_water_hallway_001</code>
|
|-
|<code>waterplant.raw_water_tunnel_001</code>
|
|-
|<code>waterplant.raw_water_tunnel_002</code>
|
|-
|<code>waterplant.control_room_001</code>
|
|-
|<code>waterplant.office_room_001</code>
|
|-
|<code>waterplant.office_001</code>
|
|-
|<code>waterplant.showers_001</code>
|
|-
|<code>waterplant.dressing_room_001</code>
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>waterplant.sedimentation_room_001</code>
|height="40px"|sewer.building_001
|
|
|-
|<code>waterplant.sedimentation_hallway_001</code>
|
|
|align="center" |0
|Mechanical sounds.
|-
|-
|<code>waterplant.sedimentation_hallway_002</code>
|
|
|-
|<code>waterplant.sedimentation_hallway_003</code>
|
|
|-
|<code>waterplant.sedimentation_hallway_004</code>
|
|
|align="center" |1
|height="40px"|Fluorescent lights.
|-
|-
|<code>waterplant.sedimentation_hallway_005</code>
|
|
|-
|<code>waterplant.sedimentation_hallway_006</code>
|
|
|-
|<code>waterplant.sewer_pump_001</code>
|
|-
|<code>waterplant.minitrain_tunnel_start_001</code>
|
|
|align="center" |2
|height="40px"|Wood knocking.
|-
|-
|<code>waterplant.watertunnel_001</code>
|
|
|-
|<code>waterplant.watertunnel_002</code>
|
|
|-
|<code>waterplant.minitrain_tunnel_001</code>
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|-
|<code>waterplant.minitrain_tunnel_002</code>
|
|
|-
|<code>waterplant.minitrain_room_001</code>
|
|
|-
|<code>waterplant.minitrain_tunnel_mahma_001</code>
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|-
|<code>waterplant.minitrain_vent_001</code>
|height="40px"|sewer.sewer_001
|
|
|-
|<code>waterplant.minitrain_vent_002</code>
|
|
|align="center" |0
|Water ambience.
|-
|-
|<code>waterplant.minitrain_pipes_001</code>
|
|
|-
|<code>waterplant.minitrain_end_001</code>
|
|
|-
|<code>waterplant.minitrain_tunnel_003</code>
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|<code>waterplant.minitrain_tunnel_004</code>
|
|
|-
|<code>waterplant.minitrain_tunnel_005</code>
|
|
|-
|<code>waterplant.minitrain_battery_room_001</code>
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|-
|}
== Watertreatment ==
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|<code>watertreatment.out_001</code>
|
|
|-
|<code>watertreatment.out_002</code>
|
|
|-
|<code>watertreatment.out_003</code>
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|-
|<code>watertreatment.forest_001</code>
|
|
|-
|<code>building.garage</code>
|
|
|-
|<code>room.grit_classifier</code>
|
|
|align="center" |4
|height="40px"|Water ambience.
|-
|-
|<code>room.office_001</code>
|height="40px"|sewer.sewer_002
|
|
|-
|<code>building.inside_001</code>
|
|
|align="center" |0
|Water ambience.
|-
|-
|<code>building.inside_002</code>
|
|
|-
|<code>building.pipebuilding_001</code>
|
|
|-
|<code>office.shower_001</code>
|
|
|align="center" |1
|height="40px"|Machine noises.
|-
|-
|<code>office.hallway</code>
|
|
|-
|<code>office.computer_room_001</code>
|
|
|-
|<code>office.control_room_001</code>
|
|
|align="center" |2
|height="40px"|Machine noises.
|-
|-
|<code>office.room_001</code>
|
|
|-
|<code>laboratory.room_001</code>
|
|
|-
|<code>laboratory.storage_001</code>
|
|
|align="center" |3
|height="40px"|Machine noises.
|-
|-
|<code>sewer.building_001</code>
|
|
|-
|<code>sewer.sewer_001</code>
|
|
|-
|<code>sewer.sewer_0021</code>
|
|
|-
|align="center" |4
|height="40px"|Water ambience.
|}
|}
 
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_watertreatment.txt</span>
 
{{Envsound}}
[[Category:Sound System]]
[[Category:Level Design]][[Category:Sound System]][[Category:INFRA]]
[[Category:INFRA]]

Latest revision as of 05:50, 7 January 2024

INFRA Level Creation

Here is a list of 463 soundscapes for use in INFRA. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.

Generic

Name Description DSP Position Number Position Description
automatic DSP 1, dsp_volume 1.0.

1

automatic_dialog Automatic DSP at 50% mix.

1

Nothing No DSP, no ambients.

0

GenericIndoor Fluorescent lighting hum.

1

GenericOutdoor Electric hum like above with a motor / gas / wind kind of sound in the background.

1

0 Machine noises.
2 Cellblock ambience.

soundscapes.txt

Bank

Name Description DSP Position Number Position Description
bank.meetingroom Fluorescent lights, computer noice and quiet mashine beeping. 0 Machine beeping.
1 Computer noises.
bank.stairwell.001 Quiet ventilated room.

soundscapes_bank.txt

Bunker

Name Description DSP Position Number Position Description
bunker.tunnel_start_001 Underground bunker tunnel ambience with dripping water, random abstract sounds and distant metal rattle.

1

bunker.tunnel_start_002 Simular to above, but with machine sounds.

1

0 Ventilation.
1 Air conditioner.
2 Machine noises.
3 Air conditioner.
bunker.guard_room_001 Simular to bunker.tunnel_start_001, but with fluorescent lights and less frequent water drips. 0 Tunnel ambient
1 Fluorescent lights
bunker.control_room_001 Quiet ventilated bunker room.

1

0 Machine noises.
1 Small fan.
2 Air conditioner.
bunker.class_room_001 Underground bunker room ambience with fluorescent lights.

1

0 Fluorescent lights.
1 Fluorescent lights.
2 Fluorescent lights.
bunker.ventilation_001 Windy ventilation ambient with strange sounds, distant metal rattle and random abstract sounds.

1

bunker.ventilation_002 Simular to above, but with city noice.

1

bunker.ventilation_003 Simular to bunker.ventilation_001, but with mashine noices and water flow.

1

0 Machine noises.
1 Water flow.
bunker.ventilation_004 Simular to bunker.ventilation_001, but with many ventilation noises.

1

0 Machine noises.
1 Ventilation.
2 Ventilation.
3 Ventilation.
4 Ventilation.
bunker.pool_place_001 Very quiet room hum with machine, water driping and sound of falling tiny rock debris. 0 Air conditioner.
1 Old scratchy machine.
bunker.bar_room_001 Quiet ventilated room hum with wood and metal creaking, water driping and sound of falling tiny rock debris. 0 Fluorescent lights.
1 Strange bunker computer.
bunker.bar_room_002 Ventilated room with wood and metal creaking and sound of falling tiny rock debris. 3 Fluorescent lights.
bunker.room_G1_001 Ventilated room with fan and spooky ambient. 0 Fluorescent lights.
bunker.room_G2_001 Simular to above, but with strange bunker computer and diffrent spooky ambient. 0 Strange bunker computer.
1 Steam pipe.
bunker.room_G3_001 Ventilated room with wood and metal creaking.
bunker.room_G4_001 The same as above, but with fluorescent lights. 0 Strange bunker computer.
bunker.room_G6_001 Identical to bunker.room_G3_001.
bunker.lab_001 Isolated room. 0 Machine beeping.
bunker.lab_002 Simular to above, but quiter + deep ambience. 0 Machine beeping.
bunker.lab_hallway_001 Deep ambience with machine and metal stress. 0 Machinery humming.
1 Rock abrasion.
2 Quiet machine.
3 Fluorescent lights.
4 Water in pipe.
bunker.stairs_001 Deep and windy ambience with random metal sounds. 0 Fluorescent lights.
1 Ventilation.
bunker.metro_hall_001 Cave ambience with random metal sounds, water dripping and rock debris.
bunker.body_hall_001 Identical to above.
bunker.guard_hallway_001 Bunker ambience with ventilation and metal sounds.

1

0 Ventilation.
1 Fluorescent lights.
2 Air conditioner.
3 Fluorescent lights.
4 Fluorescent lights.
bunker.guard_hallway_002 Bunker ambience with ventilation.

1

bunker.guard_shower_001 Dripping water and metal stress.

1

0 Metal stress.
1 Machine noises.
bunker.guard_room_001 Bunker ambience with metal sounds.

1

0 Fluorescent lights.
1 Machine noises.
bunker.guard_room_002 Bunker ambience with ventilation and wood and metal creaking.
bunker.file_room_001 Identical to above.
bunker.tape_room_001 Bunker ambience with ventilation and wood and metal creaking. 0 Ventilation.
1 Fluorescent lights.
bunker.meeting_room_001 Bunker ambience with ventilation, wood and metal creaking and machinery hum. 0 Machine humming.
1 Fluorescent lights.

soundscapes_bunker.txt

Business (Point Elias)

Name Description DSP Position Number Position Description
business.park_001 Windy city ambient with often police siren, rare helicopter.

1

0 Radio music.
1 Water flow.
2 People talking.
3 Car ambience.
business.park_002 Simular to above.

1

0 Car ambience.
1 Muffled music.
business.park_003 Simular to above.

1

0 Car ambience.
1 Water flow.
business.street_001 Simular to above.

1

0 Shaking loop.
1 Car ambience.
business.street_002 Simular to above.

1

0 Water flow.
1 Car ambience.
business.alley_001 Simular to above.

1

0 Car ambience.
business.alley_002 Simular to above.

1

0 Car ambience.
1 Muffled music.
2 Kebab shop music.
business.tunnel_001 Dripping water, ventilation.

1

0 Water flow and dripping.
1 Radio music.
business.substation_001 Dripping water, ventilation, fluorescent lights. 0 Transformer and water drips.
business.garage_001 Windy city ambience, diesel engine, deep tone.

1

0 Ventilation.
business.garage_002 fluorescent lights, garage ambience.

1

business.tenement_001 Apartament party hallway with windy city ambient. 0 Muffled music and random glass breaking, screeming.
1 Distant kebab shop music.
2 Steps and random hitting.
3 Cars ambience and wind.
business.greenwar_001 Quiet ventilated room. 0 Transformer.
3 Cars ambience with windy city ambient.
business.greenwar_002 Quiet ventilated room. 0 Radio music.
business.greenwar_003 Ventilated room.

soundscapes_business.txt

Business 2

Name Description DSP Position Number Position Description
business2.start

1

0 Car ambience.
1 Car ambience.
business2.metro_station

1

0 Car ambience.
1 Car ambience.
2 Machine humming.
3 Machine humming.
business2.elevator_shaft

1

business2.tunnel1

1

0 Flowing water.
1 City ambience and wind.
business2.duct

1

0 Small fan.
business2.minitrain_room

1

0 Machine noises.
1 Crackling electricity.
1 Machine noises.
business2.tunnel2

1

0 Machine humming and tunnel ambience.
business2.shaft

1

0 Transformer.

soundscapes_business2.txt

Central

Name Description DSP Position Number Position Description
central.watertunnel_003 Deep tone underground tunnel, very quiet water ambient, with random metal sounds and dripping water.

1

central.watertunnel_002 similar to above, but without metal sounds.

1

central.watertunnel_001 similar to central.watertunnel_002, but with louder water ambient.

1

0 Water pipe.
1 Steam pipe.
2 Fluorescent lights.
3 Water ambience.
4 Fluorescent lights.
central.hallway_001 Deep tone mixed with closed room ambient. 0 Water ambience.
1 Fluorescent lights.
central.hallway_002 Similar to above, but spooky atmosphere. 0 Crackling electricity.
1 Fluorescent lights.
2 Machine noises.
tunnel.collapsing_001 Deep ambience.
tunnel.metro_001 Tunnel ambience, with distant collapsing tunnel sounds.

1

0 Machine humming.
1 Machine noises.
central.station_001 Closed area with deep tone, people talking and city ambience, sometimes helicopter.

1

tunnel.metro_002 Windy tunnel.

1

soundscapes_central.txt

City

Name Description DSP Position Number Position Description
city.citysounds City ambience: cars, wind, police sirens, sometimes helicopter.
city.metrostation Thumper ambience, wind, and container hotel fluorescent lights.

1

city.metrostation2 Windy ambience with machine hum and random abstract sounds.

1

city.blackout Wind and sometimes distant train passes, sometimes alarm and sometimes explosion in the distance.

1

soundscapes_city.txt

Dam (Hammer Valley Dam)

Name Description DSP Position Number Position Description
dam.elevator Wind and singing birds.
dam.interior1 Deep ambience with crumbling rock debrits.
dam.hartman_office Deep ambience with spooky atmosphere.
dam.exterior Forest ambience with waterfall.

soundscapes_dam.txt

Easter Egg

Name Description DSP Position Number Position Description
cube Sci-fi abstract industrial machinery ambience.
easteregg.city_gate_end_001 Spooky ambience. 0 Strange ambience.
1 Very quiet machine.
2 Ventilation.
3 Engine.
easteregg.open_sewer_station_001 Deep underground ambient with metal stress. 0 Machine humming.
1 Fan.
2 Fluorescent lights.
3 Air conditioner.
4 City ambience.
5 Breathing ambience.
easteregg.open_sewer_elevator_001 Deep underground elevator shaft with cave ambience.

soundscapes_easteregg.txt

Electric

Name Description DSP Position Number Position Description
Electric.controlroom_001 Hotel refrigeration + some buzzing sounds.

1

soundscapes_electric.txt

Ending

Name Description DSP Position Number Position Description
ending2.inside Mark's house. Closed area. 0 Fluorescent lights.
ending2.outside Snowy wind, sometimes barking dog. 0 Muffled music.
ending3.inside Quiet closed area. 0 Fluorescent lights.
1 Sounds of fire.

soundscapes_ending.txt

Exterior

Name Description DSP Position Number Position Description
reservoir.exteriorkoppi Forest ambience with birds.
reservoir.exteriorb Simular to above, but with quiet cave ambience.
reservoir.exterior Simular to above but louder and mosquito buzzing.
reservoir.forest
tunnel2.exterior Forest ambience, but without crows and less forest sounds.
storm.raining Windy storm with crows.

soundscapes_exterior.txt

Field

Name Description DSP Position Number Position Description
field.outside_001 Forest ambience with birds, wind, water flow and mosquito buzzing.
field.outside_rain_001 Storm ambient.
field.barn_001 Intirior with creaking wood and crows. 0 Forest ambience and wind.
field.barn_rain_001 Simular to above, but with storm. 0 Storm.
1 Storm.
field.lobby_rain_001 Storm. 0 Storm.
field.lobby_stairs_001 Simular to field.lobby_office_001, but a bit louder rain. 0 Diesel generator.
1 Storm.
field.lobby_office_001 Intirior, outside storm. 0 Diesel generator.
1 Storm.
field.lobby_office_002 Simular to above, but a bit louder diesel generator. 0 Diesel generator.
1 Storm.
field.lobby_generator_001 Simular to above, but a bit louder diesel generator and loder storm. 0 Diesel generator.
villa.cellar_rain Very quiet ambience with creaking wood. 0 water dripping and crumbling rock debris.
1 Storm.

soundscapes_field.txt

Furnace (Stalburg Steel)

Name Description DSP Position Number Position Description
furnace.start_tunnel_001 Quiet tunnel, with quiet wind. 0 Quiet machine.
1 Generator.
2 Fluorescent lights.
furnace.start_tunnel_001b Quiet tunnel, with quiet wind. 0 Quiet machine.
1 Generator.
2 Fluorescent lights.
furnace.start_tunnel_002 Quiet tunnel with cracking rock debris. 0 Fluorescent lights.
1 Machine humming.
2 Fan.
3 Deep hum and random coughing.
furnace.entrance_001 Open intirior, quiet forest ambience.
furnace.outside_001 Forest ambience, wind and birds.
furnace.hall_001 Deep ambience with quiet industrial sound, crows, crumbling rock debris and distant metal sounds.

1

furnace.mahmakellari_001 Deep ambience, slime sound, crumbling rock debris and quiet water ambience.

1

0 Water ambience.
1 Slime.
2 Water flow.
3 Water ambience.
furnace.mahmakellari_002 Simular to above, but with quiter slime and water ambience.

1

0 Water ambience.
1 Slime.
2 Water flow.
3 Water ambience.
furnace.mahmakellari_003 Simular to above, but with quiter mahma.

1

0 Water ambience.
1 Slime.
2 Water flow.
3 Water ambience.
tower.outside_001 Wind.

1

tower.cottage_outside Forest ambience, wind, birds, mosquito buzzing, insects.
tower.cottage_inside Simular to above, but quiter and deep ambience.

1

tower.office_001 Deep ambience.

1

tower.office_001_wind Deep ambience with quiet wind.

1

tower.steelfactory_inside_001 Area with crows, wood creaking.

1

0 Very quiet groaning machine.
tower.steelfactory_inside_002 Simular to above, but with louder wood creaking.

1

tower.steelfactory_inside_003 Simular to above, but with rock debris.

1

tower.steelfactory_inside_004 Deep ambience with very quiet wind and metal stress.

1

tower.steelfactory_inside_005 Deep ambience with metal stress.

1

tower.steelfactory_controlroom_001 Quiet ambience with crows and cracking rock debris.

1

soundscapes_furnace.txt

Industrial

Name Description DSP Position Number Position Description
Industrial.concrete Random sounds of concrete fragments impact.

1

Industrial.flooded_turbinehall Watrer ambience and dripping water. Sometimes electric buzz sound.

1

Industrial.sparks Quick sparks with medium intensity.

1

Industrial.generators Heavy loud generators.

1

Industrial.warehouseempty Hotel refrigeration ambience.

1

Industrial.Powerplant Warehouse ambient with dripping water.

1

Industrial.duct Light wind with gust and sometimes metallic impact or truck passes.

1

soundscapes_industrial.txt

Isle (Castle Rock Island)

Name Description DSP Position Number Position Description
isle.mine_001 Cave ambience with quiet wind. 0 City ambience.
isle.outside_001 City docs with wind, sometimes helicopter, police sirens and birds.
isle.outside_002 Simular to above. 1 Camp fire.
isle.warehouse_001 Warehouse ambience with metal stress and quiet city docs ambience.

1

isle.warehouse_office_001 Open interior. City docs ambience with wood creaking and water drips drips. 0 City ambience.
isle.warehouse_002 Warehouse ambience with wood creaking and water drips drips.
isle.warehouse_003 Simular to above. 0 City ambience.
1 Camp fire.
isle.cave_001 Cave ambience, with deep tone and dripping water. 0 City ambience.
isle.cave_002 Simular to above, but with louder cave ambience and crumbling rock debris. 0 Water ambience.
1 Water flow.

soundscapes_isle.txt

Isle 2 (Castle Rock Island)

Name Description DSP Position Number Position Description
isle2.outside_001 Windy city docs ambience, with birds,sometimes helicopter. 0 Steam leaking.
1 Diesel generator.
2 Diesel generator.
3 Machine humming.
isle2.generator_room_001 Generator room under bridge, deep tone. 0 Fan.
1 Crackling electricity.
2 Fluorescent lights.
isle2.trailer_001 Generator room under bridge, deep tone. 1 Machine and ticking sound.
2 Diesel generator.
isle2.castle_001 Quiet tone with water drips. 0 Diesel generator.
1 Boiling water and furnace.
isle2.castle_002 Quiet tone.
isle2.store_001 Deep tone room with sometimes police siren.
isle2.berg_hideout_001 Deep tone room with spooky atmosphere, sometimes wood creaking, steps. 0 Heart beating music (berg and kleinmann).
isle2.berg_hideout_002 Deep tone room with sometimes wood creaking.

soundscapes_isle2.txt

Isle 3 (Castle Rock Island)

Name Description DSP Position Number Position Description
isle3.start_001 Windy tone room. 0 Fan.
1 Crackling electricity.
2 Fluorescent lights.
isle3.bridge_tunnels_001 Quiet tunnel ambience. 0 Radio music.
isle3.bridge_under_001 Windy tunnel ambience with metal stress. 0 City ambience and metal stress.
1 Machine noises.
isle3.bridge_storage_001 Deep tone room. 0 Machine noises.
1 Ventilation.
isle3.control_room_001 Deep tone room. 0 Air conditioner.
1 Computer noises.
2 Broken harddisk.
isle3.outside_001 Windy city docs ambience, crows.

1

0 Machine noises.
1 Air conditioner.
2 Steam leaking and water pump.
3 Steam leaking.
4 Crackling electricity.
5 Ventilation.
6 Radio music.
isle3.ship_inside_001 Deep tone room with wood creaking. 0 Air conditioner.
1 Machine noises.
2 Radio music.
3 Sleeping.

soundscapes_isle3.txt

Metro

Name Description DSP Position Number Position Description
metro.outside_001 Forest ambience with passing cars and city ambience with birds.
metro.outside_001_hut Forest ambience with passing cars and city ambience with birds.
metro.outside_002 Simular to metro.outside_001, but with quiter city ambience.
metro.under_river_001 Watery ambience with dripping water passing cars and quiet forest ambience.
metro.under_river_002 Simular to above but louder city and forest ambience and quiter water ambience.
metro.street_001 City ambience with passing cars, sometimes helicopter.
metro.internet_room_001 Quiet room with computers. 0 Fan.
1 Beeping machine.
2 Machine humming.
3 Computer noises.
4 Computer noises.
5 Broken harddisk.
metro.internet_room_002 Quiet room with mahma. 0 Machine noises.
1 Air conditioner.
2 Water ambience.
metro.internet_sewer_001 Water ambience with dripping water.
metro.internet_sewer_002 Wind with dripping water and quiet city and forest ambience.
metro.start_room_001 Quiet room with machine and quiet passing sound. 0 Machine humming.
metro.transformer_building_001 Quiet room with machine and quiet passing sound. 0 Fluorescent lights.
1 Transformer.
2 Transformer.
3 Machine humming.
metro.key_building_001 Wood creaking with quiet forest and city ambience.
metro.forklift_room_001 Quiet room with quiet city ambience.
metro.factory_room_001 Room with crumbling rock debris sometimes metal stress.
metro.fire_room_001 Windy room with quiet city and forest ambience.
metro.fire_room_002 Room with crumbling rock debris and sometimes metal.
metro.pump_room_001 Room with crumbling rock debris and sometimes metal. 0 Machine noises.
1 Fluorescent lights.
2 Machine noises.
metro.pump_hallway_001 City ambience. 0 Machine noises.
1 Fluorescent lights.
2 Machine noises.
metro.sewer_001 Room with water ambience and cave ambience with mahma, dripping water, random metalic sounds. 0 Slime.
1 Water flow.
metro.UMW_furnace_room_001 Room with deep tone. 0 Furnace (silent).
1 Air conditioner.
2 Machine noises.
3 Fluorescent lights.
metro.UMW_inside_001 Room with deep tone and metro station sounds. 0 Fluorescent lights.
1 Air conditioner.
2 Radio music.
3 Air conditioner.
4 Fluorescent lights.
5 Engine room ambience.
metro.UMW_office_001 Room with deep tone and metro station sounds. 0 Computer noises.
1 Computer noises.
2 Computer noises.
3 Air conditioner.
4 Fluorescent lights.
5 Computer noises.
metro.station_001 Metro station ambience with quiet city ambience. 0 Fluorescent lights.
1 Computer noises.
2 Fluorescent lights.
3 Machine noises.
4 Fluorescent lights.
5 Fluorescent lights.
6 Air conditioner.
7 Air conditioner.
metro.station_aziz_001 Simular to above, but with quiter city ambience. 0 Air conditioner.
1 Fan.
2 Fluorescent lights.

soundscapes_metro.txt

NPP (The Black Rock Nuclear Powerplant)

Name Description DSP Position Number Position Description
npp.warehouse_001 Warehouse ambience with quiet storm hitting metal roof, sometimes metal stress.

1

0 Diesel generator.
1 Storm.
npp.outside_001 Storm ambience. 0 Rain hitting metal.
1 Rain.
2 Diesel generator.
3 Rain hitting metal.
4 Water flowing down a gutter.
5 Water flowing down a gutter.
npp.outside_001b Simular to above, but only postition sounds. 0 Rain hitting metal.
1 Rain.
2 Diesel generator.
3 Rain hitting metal.
4 Water flowing down a gutter.
5 Water flowing down a gutter.
npp.lobby_doors_001 Intirior with storm ambience comming from outside, with rain hitting metal roof. 1 Rain.
2 Diesel generator.
npp.lobby_001 Warehouse ambience.

1

0 Outside storm.
1 Diesel generator.
2 Air conditioner.
3 Rain hitting metal.
npp.lobby_002 Warehouse ambience.

1

0 Radio music.
1 Diesel generator.
2 Outside storm.
npp.lobby_003 Warehouse ambience.

1

0 Radio music.
1 Diesel generator (silent).
2 Outside storm.
npp.stairs_001 Warehause ambience with storm ambience comming from outside.

1

0 Radio music.
1 Diesel generator.
npp.office_001 Warehouse ambience. 0 Outside storm.
1 Computer noises.
npp.cc_hallway_002 Warehause ambience. 0 Outside storm and rain hitting metal.
1 Computer noises.
2 Outside storm.
3 Outside storm.
npp.bridge_001 Rain hitting metal roof.
npp.room_001 Deep tone, sometimes distant alarm and rare random abstract sounds. 0 Rain hitting metal.
1 Diesel generator.
2 Air conditioner.
3 Computer noises.
4 Storm.
5 Outside storm.
6 Radio music.
npp.turbinehall_001 Deep tone with warehause ambience, sometimes distant alarm and rare random abstract sounds. 0 Storm.
1 Outside storm.
npp.turbinehal_cc_001 Deep tone with broken hard disk, sometimes distant alarm and rare random abstract sounds. 0 Broken harddisk.
npp.heli_hallway_001 Deep tone. 0 Outside storm.
1 Outside storm.
npp.heli_stairs_001 Deep tone with storm ambience comming from outside. 0 Storm.
npp.heli_out_001 Storm ambience with wind. 0 Diesel generator.
roof.entrance_001 Deep tone with storm ambience comming from outside. 0 Rain hitting metal.
1 Rain hitting metal.
2 Storm.

soundscapes_npp.txt

Office

Name Description DSP Position Number Position Description
office.offices Machines beeping, light flicker, clicking mouse sounds and random coughing. 0 Printer.
office.hallway Room ambience with random coughing.
office.lobby Room ambience with quiet machinery hum, random coughing.
office.sauna Quiet room ambience.
office.emergencyexit Quiet machinery hum.
office.garage Machinery hum.

soundscapes_office.txt

Office Blackout

Name Description DSP Position Number Position Description
officebo.hallway Quiet room ambience.
officebo.hallway_flood Quiet room ambience with dripping water.
officebo.lobby Quiet ventilated room ambience, with deep tone.
officebo.garage Machinery hum with water ambience and dripping water.

soundscapes_officeblackout.txt

Power Station

Name Description DSP Position Number Position Description
powerstation.start_001 Quiet windy ambience with dripping water. 0 Ventilation.
1 Water pipe.
2 Machine noises.
3 Machine humming.
4 Machine noises.
powerstation.start_002 Very quiet control room ambience. 3 Machine humming.
4 Machine noises.
powerstation.coal_hallway_001 Quiet industrial hallway. 0 Machine noises.
1 Machine noises.
2 Fluorescent lights.
3 Machine humming.
4 Machine noises.
5 Fluorescent lights.
powerstation.coal_hallway_002 Quiet industrial hallway with crumbling rock debris. 0 Fluorescent lights.
1 Quiet groaning machine.
2 Fluorescent lights.
3 Industrial sounds.
powerstation.coal_pit_001 Industrial sounds with cave ambience, metal stress and crumbling rock debris.
powerstation.stairs_001 Ventilated room with quiet industrial sounds. 0 Fluorescent lights.
1 Scrachy piston.
2 Fan.
3 Fluorescent lights.
4 Fluorescent lights.
powerstation.end_room_001 Quiet industrial room. 0 Fluorescent lights.
powerstation.end_hall_001 Quiet industrial room with dripping water.
powerstation.end_hallway_001 Quiet industrial room with deep tone room.
powerstation.end_control_room_001 Quiet industrial room. 0 Fluorescent lights.
1 Fan.
powerstation.end_control_room_001_power2 Deep tone industrial room with fire and water ambience and water flow,light flicker, metal stress, sometimes alarm. 0 Fluorescent lights.
1 Fan.
2 Crackling electricity.
powerstation.end_hallway_001_power2 Simular to powerstation.end_hallway_001, but with water ambience and water flow,light flicker, metal stress, sometimes alarm.
powerstation.end_room_001_power2 Simular to powerstation.end_room_001, but with with fire and water ambience, water flow,light flicker, metal stress, sometimes alarm. 0 Fluorescent lights.
powerstation2.outside_001 City ambience with rain. 0 Water ambience.
1 Water.
2 Air conditioner.
powerstation2.stairs_001 Industrial with deep tone and metal stress. 0 City ambience.
powerstation2.stairs_002 Deep tone with industrial theme.
powerstation2.ladder_room_001 City ambience with machinery and deep tone. 0 Machine noises and humming.
1 General room ambience.
2 Machine noises.
powerstation2.control_room_001 Computer room with deep tone and industrial theme. 0 Broken harddisk.
1 Computer noises.
5 Beeping.
powerstation2.control_room_002 Identical to above. 0 Broken harddisk.
1 Computer noises.
5 Beeping.
powerstation2.foliage_room_001 City ambience with forest ambience, crumbling rock debris, wood creaking, metal stress.
powerstation2.foliage_room_002 Simular to above, but quiter and with deep tone.
powerstation2.mine_001 Cave ambience with deep tone industrial theme, and rock drebits. 0 Wood creaking.
1 Water flow.
powerstation2.mine_002 Simular to above, but quiter and with spooky theme. 0 Breathing.

soundscapes_powerstation.txt

Prison (Whiprock dlc)

Name Description DSP Position Number Position Description
prison.ugu_room_001 Quieter cellar ambience with ugu. 0 Prison ambience.
prison.basement_001 Cellar ambience.

soundscapes_prison.txt

Prologue

Name Description DSP Position Number Position Description
prologue.sewer_001 Quiet tone with water ambience, water dripping and random quiet abstract sounds (air hitting sounds). 0 Slime and sludge sounds.
1 Slime.
2 Water flow.
prologue.pipe_tunnel_001 Quiet windy underground tone with dripping water, spooky atmosphere and random abstract sounds. 0 Water sounds.
1 Steam leaking.
prologue.pipe_tunnel_002 Windy underground tone with cave ambience, dripping water, spooky atmosphere and random abstract sounds. 0 Water sounds.
1 Water ambience.
2 Water ambience.
prologue.water Nothing (underground tone, but volume is 0 so nothing plays).

soundscapes_prologue.txt

Rails

Name Description DSP Position Number Position Description
rails.outside_001 Windy city ambience with forest ambience, insects, sometimes barking dog, sometimes helicopter.

1

0 Fluorescent lights.
1 Fluorescent lights.
2 Deep tone ambience.
rails.outside_002 Simular to above, but louder forest ambience.

1

0 Dog barking.
1 Fan.
2 Deep tone ambience.
3 Tunnel entrance ambience.
4 Transformer.
5 Computer noises, sleeping, machine humming.
6 Crackling electricity.
rails.border_room_001 Deep tone with city ambience, sometimes barking dog and a helicopter. 0 Machine noises.
1 Fluorescent lights.
2 Ventilation.
5 Fluorescent lights.
rails.garage_001 Deep tone with city ambience, metal stress, sometimes helicopter. 0 Radio music.
1 Fluorescent lights.
2 Machine humming.
3 Fluorescent lights.
4 Machine noises.
rails.hacker_001 Quiet city ambience. 0 Computer noises.
1 Sleeping.
2 Machine humming.
3 Windy forest ambience.

soundscapes_rails.txt

Reactor

Name Description DSP Position Number Position Description
reactor.flooded_area_001 Fluorescent lights, computer noice and quiet mashine beeping.

1

0 Alarm.
1 Water flow.
2 Water ambience.
reactor.vent_001 Industrial ambience with deep tone, sometimes distant alarm.

1

0 Crackling electricity.
reactor.generator_room_001 Engineroom with loud industrial ambience, sometimes distant alarm.

1

reactor.hallway_001 Industrial ambience with deep tone, sometimes distant alarm.

1

0 Fluorescent lights.
1 Fluorescent lights.
2 Machine humming.
3 Ventilation.
4 Alarm.
reactor.hallway_002 Industrial ambience with deep tone, sometimes distant alarm.

1

0 Machine humming.
1 Fluorescent lights.
2 Creaky machine.
3 Machine noises.
4 Alarm.
reactor.SNW_stairs_001 Engineroom with industrial ambience and machinery hum, sometimes distant alarm.

1

0 Water ambience.
1 Machine noises.
2 Water flow.
reactor.rod_room_outside_001 Deep tone with industrial ambience, sometimes distant alarm.

1

0 Machine humming.
1 Machine humming.
2 Water ambience.
3 Ventilation.
4 Machine noises.
5 Fluorescent lights.
reactor.rod_room_001 Engineroom with loud industrial ambience, deep tone, sometimes distant alarm.

1

reactor.SNW_control_room_001 Deep tone with quiet engineroom ambience, spooky atmosphere, sometimes metal stress.

1

0 Computer noises.
1 Broken harddisk.
2 Broken harddisk.
3 Ventilation.
4 Fan.
5 Electric motor.
6 Deep tone ambience.
7 Water ambience.
reactor.SNW_showers_001 Deep tone, with spooky atmosphere.

1

0 Water dripping.
1 Fluorescent lights.
reactor.SNW_sleeping_room_001 Deep tone, with spooky atmosphere.

1

0 Air conditioner.
1 Fluorescent lights.
2 Air conditioner.
reactor.SNW_hallway_001 Deep tone, with spooky atmosphere.

1

0 Fluorescent lights.
reactor.pump_area_001 Deep tone, with random abstract sounds.
reactor.pump_area_002 Simular to above. 0 Fluorescent lights.
1 Water ambience.
2 Machine noises.
3 Ventilation.
reactor.pump_area_003 Simular to above.
reactor.pump_area_004 Simular to above. 0 Machine noises.
1 Fluorescent lights.
2 Computer noises.
3 Fluorescent lights.
4 Air conditioner.
5 Fluorescent lights.
6 Machine noises.
7 Fluorescent lights.
reactor.elevator Hum of moving air.

soundscapes_reactor.txt

Reserve

Name Description DSP Position Number Position Description
reserve1.pontikka Cave ambience with quiet forest ambience, birds, cave ambience.
reserve3.cave_001 Deep tone with cave ambience and water dripping, crumbling rock debris.
reserve3.cave_002 Cave ambience with insects and watter dripping, crumbling rock debris.
reserve3.building_001 Forest ambience with birds, wood creaking, quiet machinery hum. 0 Machine humming.
reserve3.tunnel_001 Tunnel entrance ambience with forest ambience, bird and water dripping.

soundscapes_reserve.txt

Sawmill

Name Description DSP Position Number Position Description
sawmill.pp_off Quiet sawmill theme with random abstract sounds.
sawmill.pp Quiet sawmill theme with random abstract sounds. 0 Machine noises.
1 Machine noises.
2 Machine noises.
3 Machine beeping.
4 Machine noises.
sawmill.water_room_off Quiet sawmill theme with water flow and water dripping.
sawmill.water_room Quiet sawmill theme with random abstract sounds. 0 Machine noises.
1 Machine noises.
2 Machine noises.
3 Machine beeping.
4 Machine noises.
sawmill.wood_room Deep tone with wood creaking.

soundscapes_sawmill.txt

Server Room

Name Description DSP Position Number Position Description
server_room Machinery hum. 0 Machine humming and beeping.
1 Broken harddisk.
server_room_002 Machinery hum with computer, broken hard disk.

1

0 Machine beeping.
1 Transformer and machine beeping.
2 Fan.
3 Transformer.

soundscapes_server_room.txt

Service Tunnel

Name Description DSP Position Number Position Description
servicetunnel.tunnel_001

1

0 Water flow.
1 Tunnel ambience.
2 Fluorescent lights.
3 Fluorescent lights.
servicetunnel.outside_down_001 0 Machine noises.
1 Water ambience.
2 Air conditioner.
servicetunnel.pipe_hell_001

1

1 Water ambience.
2 Air conditioner.
servicetunnel.outside_main_001
servicetunnel.outside_room_001 0 Engine room ambience.
servicetunnel.outside_room_002
servicetunnel.outside_door_001

1

servicetunnel.sewer_001

1

servicetunnel.sewer_room_001 0 Machine noises.
1 Machine noises.
servicetunnel.electric_room_001
servicetunnel.simulator_001

1

0 Tunnel ambience.
1 Fluorescent lights.
2 Fan.
3 Fluorescent lights.
4 Fluorescent lights.
5 Machine noises.
6 Fan.
servicetunnel.simulator_stairs_001

1

0 Fluorescent lights.
servicetunnel.walter_area_001
servicetunnel.walter_area_002

1

servicetunnel.walter_area_003

1

servicetunnel.bunker_area_001

1

0 Fluorescent lights.
1 Metalic bumps.
2 Machine noises.
3 Metalic bumps.
4 Machine humming.
5 Fluorescent lights.
servicetunnel.beer_room_001
servicetunnel.elevator_room_001
servicetunnel.secret_room_001

soundscapes_servicetunnel.txt

Sewer

Name Description DSP Position Number Position Description
sewer.hartman_001 0 Machine humming.
1 Machine noises.
2 Metal stress.
sewer.hartman_002 0 Water flow.
1 Water flow.
2 Machine humming.
3 Steam leaking.
sewer.end_001 0 Water flow.
1 Water flow.
2 Water flow.
3 Slime.
4 Water flow.
sewer.flood_doors_control_001 0 Water flow.
1 Water flow.
2 Water flow.
3 Slime.
4 Water flow.
sewer.bolt_cutter_room_001 0 Water flow.
1 Water flow.
2 Water flow.
3 Slime.
4 Water flow.
sewer.collapsed_001 2 Metal stress.
sewer.floodgate_001 0 Water ambience and slime.
1 Fluorescent lights.
2 Water pump and random metal sounds.
3 Slime and sludge sounds.
4 Machine humming.
sewer.ladder_tunnel_001 0 Machine humming.
sewer.ladder_tunnel_002
sewer.water_room_001 0 Crackling electricity.
1 Water ambience.
2 Water flow.
sewer.hartman_jail_001

soundscapes_sewer.txt

Skyscraper

Name Description DSP Position Number Position Description
skyscraper.walter_office_001

1

skyscraper.walter_office_002 0 Fluorescent lights.

soundscapes_skyscraper.txt

Stormdrain

Name Description DSP Position Number Position Description
stormdrain.drainage_pump_pit_001

1

0 Machine noises.
1 Machine noises.
2 Water flow.
stormdrain.room_001 0 Machine noises.
1 Fluorescent lights.
stormdrain.stormdrain_001
stormdrain.cistern_001

1

0 Metalic sounds.
1 Generic ambience.
2 Metalic sounds.
stormdrain.duct_001 0 Fan.
1 Generic ambience.
stormdrain.copan_001 0 Fluorescent lights.
1 Machine noises.
2 Transformer.
3 Metalic sounds.
4 Fluorescent lights.
5 Gas pipe.
stormdrain.water_tunnel_001
stormdrain.water_tunnel_002 0 Machine noises.
stormdrain.water_tunnel_002b
stormdrain.minitrain_tunnel_001

1

0 Machine noises.
1 Air conditioner.
2 Machine noises.
stormdrain.minitrain_tunnel_002

1

0 Fluorescent lights.
1 Fluorescent lights.
2 Fluorescent lights.
3 Slime.
stormdrain.minitrain_room_001 0 Machine noises.
stormdrain.ladder_room_001 0 Machine noises.
stormdrain.ugu_tunnel_001
stormdrain.opensewer_tunnel_001 0 Machine noises.
1 Gas pipes.
2 Metalic sounds.
stormdrain.opensewer_room_001
stormdrain.stairs_room_001
stormdrain.stairs_room_002 0 Water ambience.
1 Machine noises.
stormdrain.ugu_cave_001
stormdrain.ugu_cave_002
stormdrain.water_tunnel_003 0 Water flow.
stormdrain.water_tunnel_004

soundscapes_stormdrain.txt

Tech

Name Description DSP Position Number Position Description
tech.controlroom
tech.electric
tech.office
tech.office_blackout
tech.office_blackout_wet

soundscapes_tech.txt

Tenements

Name Description DSP Position Number Position Description
tenements.outside_001

1

0 Fluorescent lights.
1 Fluorescent lights.
2 Machine noises.
3 Radio music.
4 Fan.
5 Fluorescent lights.
6 Fluorescent lights.
tenements.outside_002

1

0 Metalic sounds.
1 Fluorescent lights.
2 Machine noises.
3 Muffled radio music.
4 Fluorescent lights.
tenements.outside_003

1

0 Fluorescent lights.
3 Muffled radio music.
tenements.apartment_doors_001 0 Muffled radio music.
6 Dog barking.
tenements.mushroom_apartment_001 0 Radio music.
1 Air conditioner
2 Machine noises.
3 Slime and sludge sounds.
4 Metalic sounds.
5 Water dripping.
6 Dog barking.
tenements.border_room_001 0 Machine noises.
1 Fluorescent lights.
2 Machine noises.
5 Fluorescent lights.
tenements.shop_001 0 Fluorescent lights.
1 Air conditioner.
2 Fluorescent lights.
3 Machine hum.
tenements.stairs_001 0 Sleeping.
1 Fluorescent lights.
3 Muffled radio sounds.
4 Muffled radio sounds.
tenements.stairs_002 0 Occasional screaming and crying.
3 Muffled music.
tenements.stairs_003 0 Fluorescent lights.
3 Muffled music.
tenements.stairs_hideout_001 0 Fluorescent lights.
3 Muffled music.
tenements.office_001 0 Fan.
1 Forest and city ambience with wind and insects.
2 Machine noises.
5 Computer noises.
6 Machine noises.
tenements.elevator_area_001 Empty soundscape.
tenements.apartment_beer_master_001 0 Beer effects.
tenements.apartment_doors_duck_001 0 Fluorescent lights.
tenements.apartment_duck_001 0 Air conditioner.
tenements.birthday_doors_001
tenements.birthday_apartment_001 0 Air conditioner.
1 Insects.
tenements.apple_apartment_001 0 Air conditioner.
tenements.apple_doors_001
tenements.door_apartment_001 0 Radio sounds.
tenements.metro_001

1

0 Insects.
1 Machine humming.
2 Metalic sounds.
3 Machine noises.
4 Fluorescent lights.
5 Fluorescent lights.
tenements.bsb_001 0 Muffled music.
tenements.funeral_001
tenements.cemetery_cave_001 0 Insects.
tenements.cemetery_001

1

0 Tunnel ambience and wind.
tenements.glowstick_tunnel_001

10

0 Forest ambience and insects.
tenements.river_001 0 Tunnel entrance.
1 Waterfall.
2 Water flow.
3 Metal stress.
4 Creaking wood.
5 Cave ambience.
tenements.river_cave_001 0 Forest ambience and insects.
1 Diesel generator.
tenements.river_cave_hut_001 0 Diesel generator.
1 Sleeping.
2 Crackling electricity.

soundscapes_tenements.txt

Tunnels

Name Description DSP Position Number Position Description
tunnel1.pipe_room_001 0 Machine noises.
1 Machine noises.
tunnel.room_004
tunnel.room_003
tunnel.watertreatment Silent, do not use.

1

tunnel.corridor
tunnel.room_001 0 Machine noises.
1 Fan.
2 Fan.
tunnel.room_002 0 Computer noises.
1 Computer noises.
sewer.tunnel_01

1

sewer.tunnel_02

1

tunnel.crumbling
tunnel2.office_room_001
tunnel2.room_001
tunnel2.pipe_room_001
tunnel2.pipe_room_002
tunnel2.room_002 0 Machine beeping.
tunnel3.watertunnel_001
tunnel2.chlorine
tunnel3.watertunnel_002
tunnel3.watertunnel_003
tunnel3.watertunnel_003_planks
tunnel3.foliage_building_001
tunnel3.foliage_building_002
tunnel3.generator_room_001 0 Machine noises.
1 Machine noises.
2 Fluorescent lights.
3 Broken harddisk.
tunnel3.room_001
tunnel3.room_002 0 Metal stress.
tunnel3.room_003 0 Machine noises.
1 Machine noises.
tunnel3.pipe_001
tunnel3.collapsed_tunnel_001
tunnel2.cave_001
tunnel3.newtunnel_room_001
tunnel3.newtunnel_hallway_001 0 Mask sound.
tunnel3.newtunnel_dam_001
tunnel3.newtunnel_cave_001
tunnel3.end_tunnel_001 0 Machine noises.
1 Water ambience.
2 Fluorescent lights.
3 Machine noises.
tunnel3.end_watertunnel_001 0 Air conditioner.
1 Machine noises.
2 Water flow.
3 Fluorescent lights.
4 Fluorescent lights.
tunnel3.raft_001
tunnel3.foliage_place_001
tunnel3.foliage_hallway_001 0 Machine beeping and metal stress.

soundscapes_tunnel.txt

Villa

Name Description DSP Position Number Position Description
villa.interior 0 Insects.
1 Insects.
2 Insects.
villa.walter_room_001
villa.kitchen_001 0 Insects.
villa.outside 0 Water flow.
villa.cellar 0 Water dripping and rock debris.
villa.tunnel
villa.cabin 0 Water dripping.
1 Insects.

soundscapes_villa.txt

Waterplant

Name Description DSP Position Number Position Description
waterplant.pipe_place_001
waterplant.sewer_stairs_001 0 Fluorescent lights.
1 Machine humming.
waterplant.sewer_room_001 0 Fluorescent lights.
1 Water ambience.
2 Water sounds.
waterplant.sewer_tunnel_001 0 Water flow.
1 Water sounds.
2 Rain splashing.
3 Fluorescent lights.
4 Fluorescent lights.
5 Water flow.
6 Fluorescent lights.
7 Water dripping on hardhat.
waterplant.raw_water_room_001 0 Machine noises.
1 Fluorescent lights.
2 Computer noises.
3 Slime sounds.
waterplant.flocculation_room_001 0 Machine noises.
1 Machine noises.
2 Machine noises.
waterplant.flocculation_room_002 0 Water flow.
1 Machine noises.
2 Fluorescent lights.
waterplant.flocculation_001 0 Machine humming.
1 Fluorescent lights.
2 Machine noises.
4 Fluorescent lights.
5 Machine noises.
6 Fluorescent lights.
waterplant.raw_water_hallway_001
waterplant.raw_water_tunnel_001 0 Fluorescent lights.
1 Water flow.
2 Fluorescent lights.
3 Fluorescent lights.
waterplant.raw_water_tunnel_002 0 Machine humming.
1 Machine humming.
2 Machine noises.
3 Machine noises.
waterplant.control_room_001 0 Broken harddisk.
1 Computer noises.
2 Broken harddisk.
3 Fluorescent lights.
4 Air conditioner.
5 Beeping.
waterplant.office_room_001 0 Computer noises.
1 Fluorescent lights.
waterplant.office_001 0 Fluorescent lights.
1 Machine humming.
2 Machine noises.
3 Machine noises.
4 Fluorescent lights.
waterplant.showers_001 0 Water dripping.
1 Mechanical ambience.
2 Air conditioner.
waterplant.dressing_room_001 0 Water dripping.
1 Mechanical ambience.
2 Air conditioner.
3 Fluorescent lights.
waterplant.sedimentation_room_001 0 Machine humming.
1 Computer noises.
2 Mechanical sounds.
3 Water ambience.
4 Machine humming.
5 Machine humming.
6 Machine humming.
7 Machine humming.
waterplant.sedimentation_hallway_001 0 Water ambience.
1 Machine noises.
2 Machine noises.
3 Machine noises.
4 Water ambience.
5 Machine noises.
6 Water flow.
waterplant.sedimentation_hallway_002 0 Water ambience.
1 Mechanical sounds.
2 Machine humming.
3 Machine humming.
4 Water ambience.
5 Machine noises.
6 Radio sounds.
7 Water sounds.
waterplant.sedimentation_hallway_003 0 Water ambience.
1 Mechanical sounds.
2 Machine humming.
3 Machine humming.
4 Water ambience.
5 Machine noises.
6 Radio sounds.
7 Water sounds.
waterplant.sedimentation_hallway_004 0 Water ambience.
1 Mechanical sounds.
2 Machine humming.
3 Machine humming.
4 Water ambience.
5 Machine noises.
6 Radio sounds.
7 Water sounds.
waterplant.sedimentation_hallway_005 0 Water ambience.
1 Mechanical sounds.
2 Machine humming.
3 Machine humming.
4 Water ambience.
5 Machine noises.
6 Radio sounds.
7 Water sounds.
waterplant.sedimentation_hallway_006 0 Water ambience.
1 Mechanical sounds.
2 Machine humming.
3 Machine humming.
4 Water ambience.
5 Machine noises.
6 Radio sounds.
7 Water sounds.
waterplant.sewer_pump_001 5 Machine noises.
6 Radio sounds.
waterplant.minitrain_tunnel_start_001
waterplant.watertunnel_001 0 Machine noises.
1 Machine noises.
2 Machine humming.
3 Air conditioner.
waterplant.watertunnel_002 0 Machine noises.
1 Machine noises.
2 Machine humming.
3 Air conditioner.
waterplant.minitrain_tunnel_001

1

0 Machine noises.
1 Air conditioner.
waterplant.minitrain_tunnel_002

1

0 Air conditioner.
1 Machine noises.
2 Machine humming.
waterplant.minitrain_room_001 0 Mechanical sounds.
1 Air conditioner.
waterplant.minitrain_tunnel_mahma_001 0 Water flow.
1 Machine noises.
2 Slime and sludge sounds.
waterplant.minitrain_vent_001
waterplant.minitrain_vent_002 0 Machine noises.
1 Air conditioner.
waterplant.minitrain_pipes_001 0 Machine noises.
waterplant.minitrain_end_001 0 Machine noises.
1 Air conditioner.
waterplant.minitrain_tunnel_003 0 Fluorescent lights.
1 Fluorescent lights.
waterplant.minitrain_tunnel_004 0 Machine noises.
1 Fluorescent lights.
2 Machine humming.
3 Mechanical sounds.
waterplant.minitrain_tunnel_005 0 Fluorescent lights.
1 Machine noises.
2 Machine noises.
waterplant.minitrain_battery_room_001

soundscapes_waterplant.txt

Water Treatment

Name Description DSP Position Number Position Description
watertreatment.out_001
watertreatment.out_002
watertreatment.out_003
watertreatment.forest_001 0 Insects.
tunnel.start_001
building.garage 0 Steam leaking.
room.grit_classifier 0 Machine noises.
1 Machine noises.
2 Machine beeping.
3 Machine humming.
4 Machine noises.
5 Engine room ambience.
room.office_001
building.inside_001 0 Machine humming.
1 Machine humming.
2 Air conditioner.
3 Machine noises.
4 Machine noises.
building.inside_002 0 Machine humming.
1 Machine humming.
2 Air conditioner.
3 Machine noises.
4 Machine noises.
building.pipebuilding_001
office.shower_001 0 Water dripping.
1 Radio sounds.
office.hallway 0 Machine noises.
1 Radio sounds.
office.computer_room_001 0 Machine noises.
office.control_room_001 0 Broken harddisk.
1 Machine noises.
2 Machine noises.
3 Machine humming.
office.room_001 0 Machine noises.
laboratory.room_001
laboratory.storage_001
sewer.building_001 0 Mechanical sounds.
1 Fluorescent lights.
2 Wood knocking.
3 Machine noises.
4 Water ambience.
sewer.sewer_001 0 Water ambience.
1 Machine noises.
2 Machine noises.
3 Machine noises.
4 Water ambience.
sewer.sewer_002 0 Water ambience.
1 Machine noises.
2 Machine noises.
3 Machine noises.
4 Water ambience.

soundscapes_watertreatment.txt

Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation